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Preface
Contents
1 Basic Theory
1.1 Points and Vectors
Curves and Surfaces for Computer Graphics
To the memory of Pierre Etienne B´ezier (1910–1999). Only for you, children of doctrine and learning, have we written this work. Examine this book, ponder the meaning we have dispersed in various places and gathered again; what we have concealed in one place we have disclosed in another, that it may be understood by your wisdom. –Heinrich Agrippa von Nettesheim, De Occulta Philosophia, (1531)
David Salomon Curves and Surfaces for Computer Graphics With 207 Figures, 12 in Full Color
David Salomon (Emeritus) Department of Computer Science California State University, Northridge Northridge, CA 91330-8281 U.S.A. dsalomon@csun.edu ISBN-10: 0-387-24196-5 ISBN-13: 978-0-387-24196-8 e-ISBN: 0-387-28452-4 Printed on acid-free paper. © 2006 Springer Science+Business Media, Inc. All rights reserved. This work may not be translated or copied in whole or in part without the written permission of the publisher (Springer Science+Business Media, Inc., 233 Spring St., New York, NY 10013, USA), except for brief excerpts in connection with reviews or scholarly analysis. Use in connection with any form of information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed is forbidden. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights. Printed in the United States of America. (HAM) 9 8 7 6 5 4 3 2 1 SPIN 11360285 springeronline.com
Preface Images are all around us. We see them in color and in high resolution. In fact, the natural images we see with our eyes seem perfectly smooth, with no jagged edges and no graininess. Computer graphics, on the other hand, deals with images that consist of small dots, pixels. When we first hear of this feature of computer graphics, we tend to dismiss the entire field as trivial. It seems intuitively obvious that an image that consists of dots would always look artificial, rough, and inferior to what we see with our eyes. Yet state-of-the-art computer-generated images are often difficult or impossible to distinguish from their real counterparts, even though they are discrete, made of pixels, and not continuous. A similar dichotomy exists in painting. Many painters try to mimic nature and paint smooth and continuous pictures. Others choose to be pointillists. They paint by placing many small dots on their canvas. The most important pointillist was the 19th century French impressionist Georges Seurat. Georges Seurat (1859–1891) was a leader in the late 19th century neo-impressionism movement, a school of painting that uses tiny brushstrokes of contrasting colors to achieve a delicate play of light and create subtle changes in form (Figure C.1). Seurat used this technique, which became known as pointillism or divisionism, to create huge paintings that are made entirely of small dots of pure color. The dots are too small to be distinguished when looking at the work in its entirety, but they make his paintings shimmer with brilliance. His most well-known works are Une Baignade (1883–84) and Un dimanche apr`es-midi `a l’Ile de la Grande Jatte (1884–86). The art critic Ars`ene Alexandre had this to say about the latter painting: “Everything was so new in this immense painting—the conception was bold and the technique one that nobody had ever seen or heard before. This was the famous pointillism.” Even though it generates discrete images made of dots, the field of computer graph- ics has been extremely successful. It has started from nothing in the 1960s and has since attracted many workers and researchers. They developed general techniques and specialized algorithms to generate and manipulate images and thereby turned computer graphics into the useful, practical discipline it is today.
vi Preface The chief aim of computer graphics is to display and print realistic-looking images. This task is achieved by computing the outer surface of the object or objects to be displayed, and rendering it by simulating the way it is seen in real life. Most real objects are visible because they reflect light, so the main task of rendering is to simulate light reflection. (Relatively few objects are visible because of light that they generate. A completely transparent object is visible by the light it refracts. Most objects, however, do not generate light and are not transparent. They are seen because they reflect some of the light that falls on them.) Rendering is therefore an important part of computer graphics, but this book is concerned with the computations of surfaces. In order to render a real object, such as a teapot or a car, its surface has first to be calculated and stored in the computer as a mathematical expression. This expression is a model of the real object, which is why the process of generating the model is known as geometric modeling. The rendering algorithm then scans the surface point by point, computes the normal vector to the surface at every point, and uses the normal to compute the amount and color of light reflected from the point. The book also deals with curves, because an understanding of curves is a key to understanding surfaces. Most mathematical methods for curves can be extended to surfaces, which is why this book covers various approaches to curve design and shows that many curve methods can be generalized to surfaces. The most important term in the field of curve and surface design is interpolation. It comes from the Latin inter (between) and polare (to polish) and it means to compute new values that lie between (or that are an average of) certain given values. A typical algorithm for curves starts with a set of points and employs interpolation to compute a smooth curve that passes through the points. Such points are termed data points and they define an interpolating curve. Some methods start with both points and vectors and compute a curve that passes through the points and at certain points also moves in the directions of the given vectors. Another important term in this field is approximation. Certain curve and surface methods start with points and perhaps also vectors and compute a curve or a surface that passes close to the points but not necessarily through them. Such points are known as control points and the curve or the surface defined by them is referred to as an approximating curve or surface. Most chapters of this book describe interpolation or approximation methods. Chapter 1 presents the basic theory of curves and surfaces. It discusses the all- important parametric representation and covers basic concepts such as curvature, tan- gent vectors, normal vectors, curve and surface continuity, and Cartesian products. Chapter 2 introduces the simplest curves and surfaces. Straight lines, flat planes, triangles, and bilinear and lofted surfaces are presented and illustrated with examples. Chapter 3 discusses polynomial interpolation. Given a set of points, the problem is to compute a polynomial that passes through them. This problem is then extended to a surface patch that passes through a given two-dimensional set of points. The chapter starts with the important parametric cubic (PC) curves. It continues with the general method of Lagrange interpolation and its relative, the Newton interpolation method. Simple polynomial surfaces are presented, followed by Coons surfaces, a family of simple surface patches based on polynomials.
Preface vii The mathematically-elegant Hermite interpolation technique is the topic of Chap- ter 4. The chapter discusses cubic and higher-order Hermite curve segments, special and degenerate hermite segments, Hermite interpolation curves, the Ferguson surface patch, the Coons surface patch, the bicubic surface patch, and Gordon surfaces. A few less-important topics are also touched upon. The important concept of splines is covered in Chapter 5. Spline methods for curves and surfaces are more practical than polynomial methods and several spline methods are based on Hermite interpolation. The main topics in this chapter are cubic splines (sev- eral varieties are discussed), cardinal splines, Kochanek–Bartels splines, spline surface patches, and cardinal spline patches. Chapter 6 is devoted to B´ezier methods for curves and surfaces. The Bernstein form of the B´ezier curve is introduced, followed by techniques for fast computation of the curve and by a list of the properties of the curve. This leads to a discussion of how to smoothly connect Bezier segments. The de Casteljau construction of the B´ezier curve is described next. It is followed by the technique of blossoming and by methods for subdividing the curve, for degree elevation and for controlling its tension. Sometimes one wants to interpolate a set of points by a B´ezier curve and this problem is also discussed. Rational B´ezier curves have important advantages and are assigned a separate section. The chapter continues with material on B´ezier surfaces. The topics discussed are rectangular B´ezier surfaces and their smooth joining, triangular B´ezier surfaces and their smooth joining, and the Gregory surface patch and its tangent vectors. The last of the “interpolation/approximation” chapters is Chapter 7, on the all- important B-spline technique. B-spline curve topics are the quadratic uniform B-spline curve, the cubic uniform B-spline curve, multiple control points, cubic B-splines with tension, higher-degree uniform B-splines, interpolating B-splines, open uniform B-spline, nonuniform B-splines, matrix form of the nonuniform B-spline curve, subdividing the B-spline curve, and NURBS. The B-spline surface topics are uniform B-spline surfaces, an interpolating bicubic patch, and a quadratic-cubic B-spline patch. Subdivision methods for curves and surfaces are discussed in Chapter 8. These methods are also based on interpolation, but are different from the traditional interpo- lation methods discussed in the preceding chapters. The following important techniques are described in this chapter: The de Casteljau refinement process, Chaikin’s algorithm, the quadratic uniform B-spline curve, the cubic uniform B-spline curve, bi-quadratic B-spline patches, bicubic B-spline patches, Doo–Sabin subdivision methods, Catmull– Clark surfaces, and Loop subdivision surfaces. Chapter 9 presents the various types of sweep surfaces. This is a completely dif- ferent approach to surface design and representation. A sweep surface is generated by constructing a curve and moving it along another curve, while optionally also rotating and scaling it, to create a surface patch. A special case of sweep surfaces is surfaces of revolution. They are created when a curve is rotated about an axis. Appendix A is a short discussion of conic sections, a family of simple curves that have special applications. Appendix B discusses simple methods for the approximate representation of circles by polynomials. Appendix C is a small collection of color images, most of which appear elsewhere in the book in grayscale.
viii Preface Finally, Appendix D discusses several useful and interesting commands and tech- niques employed in the various Mathematica code listings sprinkled throughout the book. History of Curves and Surfaces Section 2.4 discusses lofted surfaces but does not explain the reason for this unusual name. Historically, shipbuilders were among the first to mechanize their operation by developing mathematical models of surfaces. Ships tend to be big and the only dry place in a shipyard large enough to store full-size drawings of ship parts was in the sail lofts above the shipyard’s dry dock. Certain parts of a ship’s surface are flat in one direction and curved in the other direction, so such surfaces became known as lofted. In the 1960s, both car and aircraft manufacturers became interested in applying computers to automate the design of their vehicles. Traditionally, artists and designers had to make clay models of each part of the surface of a car or airplane and these models were later used by the production people to produce stamp molds. With the help of the computer it became possible to design a section of surface on the computer in an interactive process, then have the computer drive a milling machine to actually make the part. The box on page 175 mentions the work of Pierre B´ezier at Renault and Paul de Casteljau at Citro¨en, the contributions of Steven Coons to Ford Motors and William Gordon and Richard F. Riesenfeld to General Motors, and the efforts of James Ferguson in constructing airplane surfaces. As a result of these developments in the 1960s and 1970s, the area of computer graphics that deals with curves and surfaces has become known, in 1974, as computer assisted geometric design (CAGD). Several sophisticated CAGD software systems have been developed in the 1980s for general use in manufacturing and in other fields such as chemistry (to model molecules), geoscience (for specialized maps), and architecture (for three-dimensional models of buildings). Hardware developments in the 1980s made it possible to use CAGD techniques in the 1990s to produce computer-generated special effects for movies (an example is Jurassic Park), followed by full-length movies, such as Toy story, Finding Nemo, and Shrek, that were entirely generated by computer. A detailed survey of the history of this field can be found in [Farin 04]. Several first-person historical accounts by pioneers in this field are collected in [Rogers 01]. Resources for Curves and Surfaces As is natural to expect, the World Wide Web has many resources for CAGD. In addition to the many texts available in this field, the journals CAD and CAGD carry state-of- the-art papers and articles. See [CAD 04] and [CAGD 04]. Following is a list of some of the most important resources for computer graphics, not just CAGD, current as of mid-2005. http://www.siggraph.org/ is the official home page of SIGGRAPH, the special interest group for graphics, one of many SIGs that are part of the ACM. The Web page http://www.siggraph.org/conferences/fundamentals has useful course notes from SIGGRAPH conferences.
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