modeling, cg, and others jyun-ming chen fall 2001
TRANSCRIPT
Modeling, CG, and others
Jyun-Ming ChenFall 2001
Contents
Modeling geometric
modeling model
segmentation LOD
Image-based vs. geometry-based systems
Primers on Computer
Graphics Kinematics
Geometric Modelinghow 3D objects are described in the geometric databaseshape
primitives: box, cylinder, sphere, cone,
indexed face set watch for the face orien
tation (used for backface culling)
procedurally defined shape: extrusion, sweep,
in rendering, all objects are converted to triangles
Computer Graphics Primer
Animation
displaying a sequence of rendered scenesframe rate: number of scenes displayed per second
movie: 24-30 NTSC: 29.97 VR: at least 16 to be
flicker-free; the higher the better
factors affecting frame rate size of rendering
area model complexity:
retrieving, rendering
hardware displaying/shading
mode
Model Segmentation
especially important for walkthrough applications in a large geometric database 1-500 million
polygons; 10 frames/sec
Cell Segmentation
manage model complexity by grouping objects visible from different rooms
Leaf nodes store corresponding links to visible objects
Visibility problem
auto-segmentation separating plane priority priority = 0.5*occlusion
+ 0.3*balance + 0.2*split
Level of Detail (LOD)
Change based on: distance or image
size
multi-resolution model automatic model si
mplification Borrel & Rossignac
(92) Edge Collapsing …
LOD (cont)
Model flickering problem: Hysteresis Model morphing
Mipmap: LOD concepts appli
ed to texture mapping
Implement this in VRML Proto
Rational Reducer (Systems in Motion)
Price: 4,950 USD !!
Generating Mipmaps
Image-based VR
compared to “geometry-based” VR
able to keep constant frame rate regardless of the scene complexity
authoring tools camera setup procedure“hybrid”-VR
Image Acquisition
Image Warping
Stitched Panorama
Kinematics Primer
Kinematics in VRML
Syntax of Transform Node (partial)usually interpretation using local axes is easierthe two-link arm in VRMLtake advantage of “short hand notation” center t + r
explore other fields (scale, scaleOrientation) on your own
Transform in VRML97
Exercises
sketch the 3D model of the given VRML fileBiped model: Construct each rigid part at default position Use transform to take them to due places Animate joint angles using OrientationInterpola
tors Coordinate your animation using ScalarInterpol
ators