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GPH 338 Computer Animation Survey GPH 338 Computer Animation Survey Poly/NURBS/Subdiv --Winny

GPH 338 Computer Animation Survey

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GPH 338 Computer Animation Survey. GPH 338 Computer Animation Survey. Poly/NURBS/Subdiv --Winny. GPH 338 Computer Animation Survey. What are the basic pieces?. Curves – one dimensional objects Linear curve: line segments NURBS: curved pieces (splines) using control vertices - PowerPoint PPT Presentation

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Page 1: GPH 338 Computer Animation Survey

GPH 338 Computer Animation Survey

GPH 338Computer Animation Survey

Poly/NURBS/Subdiv

--Winny

Page 2: GPH 338 Computer Animation Survey

What are the basic pieces?

• Curves – one dimensional objects– Linear curve: line segments– NURBS: curved pieces (splines) using control vertices– Bezier curve: splines using tangent handles

• Surfaces – two dimensional objects– Polygonal surfaces (Mesh): Polygons – Subdivision surfaces: Subdivided Polygons – NURBS surfaces: flexible rectangles, bounded by NURBS

curves

• Solids – three dimensional pieces

GPH 338 Computer Animation Survey

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GPH 338 Computer Animation Survey

Polygons Polygonal surfaces (Mesh)

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GPH 338 Computer Animation Survey

Polygons are made up of several components:

Vertices EdgesFaces UVs

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Polygon Primitives

• Standard• Parametric – can vary their attributes

vertices, edges, faces, subdivlevel…• Use them when appropriate

GPH 338 Computer Animation Survey

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Polygons

• Simple pieces, – may need many

• Can build surfaces with strange shapes easily• Rendered directly

– Efficient– Good for games

• Need many polygons for a smooth surface (large files!)

GPH 338 Computer Animation Survey

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Mesh Editing

1. Moving the mesh around, without changing its underlying topology (structure)

• Manipulate vertices, edges, faces

• Translate (Move)• Rotate• Scale

GPH 338 Computer Animation Survey

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Mesh Editing

2. Changes to mesh topology (the underlying pieces and the

way they are connected)

• Subdividing• Extruding• Merging Edges• Deleting • Messes up UV coordinates

(texturing)

GPH 338 Computer Animation Survey

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Poly Boolean operations

• Intersection• Union• Difference• Good for solids• Many animators avoid them

– Messy mesh– Loss of control

GPH 338 Computer Animation Survey

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Polygon examples

GPH 338 Computer Animation Survey

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GPH 338 Computer Animation Survey

Polygon Texture unwrap Sample

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GPH 338 Computer Animation Survey

NURBS surfacesNon-Uniform Rational B-Spline

Flexible rectangles, bounded by NURBS curves

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NURBS• “Flexible Rectangles” Smooth • Made by Isoparms

– U– V

• Manipulated by Few points (CV)

GPH 338 Computer Animation Survey

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GPH 338 Computer Animation Survey

Flexible rectangles

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GPH 338 Computer Animation Survey

NURBS surfaces

bounded by NURBS curves

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NURBS Curves

• Made up of many spans -piece of curve between two edit points

• Control Vertices (CV’s)– Doesn’t pass through them!– Heads towards them

• Hull - A loop of Control

GPH 338 Computer Animation Survey

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NURBS curves

Maya Curve Tools• CV tool

– Control vertices• EP

– Edit points• Pencil tool

– Probably want to rebuild

• Degree– 1 – Linear Curve– 3 – default for splines– Higher – can turn

tighter, requires more points

GPH 338 Computer Animation Survey

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NURBS Primitives

GPH 338 Computer Animation Survey

• Standard• Parametric – can vary their attributes

– # of isoparms, Hull, control vertices, etc.• Use them when appropriate

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Surfaces from Curves

Loft Extrude / Sweep

Revolve / LatheSurface from boundary

GPH 338 Computer Animation Survey

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Attaching NURBS Surfaces

GPH 338 Computer Animation Survey

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Trimmed NURBS Surface

GPH 338 Computer Animation Survey

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NURBS

• A particular model may be made up of many NURBS surfaces

• Not necessary one patch, can be several patch stitched together

GPH 338 Computer Animation Survey

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NURBS• Great for organic, flowing surfaces

– Made by a lot of patches, usually not one surface.

• Not many control points needed• Hard to get fine control (e.g., this vertex here!)• UV coordinates are convenient for many reasons

– Can draw on them!– Can put objects on them– Easy to texture??

• Expensive for animation• Expensive for Rendering, Usually converted to

polygons for rendering ($!)

GPH 338 Computer Animation Survey

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Subdivision Surfaces- Subdivided Polygons

GPH 338 Computer Animation Survey

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Subdivision Surfaces

• Subdivide polygons– Hierarchy of polygons– Manipulate at different levels

GPH 338 Computer Animation Survey

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GPH 338 Computer Animation Survey

Poly to Subdiv examples

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GPH 338 Computer Animation Survey

SubDiv Surface

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Subdivision Surfaces

• Good for complicated topology• (This is difficult to make out of rectangles)

GPH 338 Computer Animation Survey

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NURBS/Polygons/SubD’s? It depends…

• Polygons– More efficient for animation and rendering– Good for arbitrary topology and Texture UV

• NURBS– Good for surfaces easily described in terms of flexible

rectangles– Simple manipulation, more natural for many curved

surfaces– Rendering is complicated

• SubD’s– Extremely handy for modeling, go back and forth from

poly to SubD– Heavy…

The best way is combine all together and use all their advantage!

GPH 338 Computer Animation Survey

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It will be really useful to use drawings as reference.

GPH 338 Computer Animation Survey

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No matter what…Keep your model Simple & Clean!

• Save a lot of work for Texturing • Save a lot time for rendering• Easy for later modify• Good start for animation …

GPH 338 Computer Animation Survey