CS 184: COMPUTER GRAPHICS
Lecture #24 -- We: 4/21, 1999.
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Preparation:
Skim: Ch 21 "Animation"
Lecture Topics
Review Bezier Curves
Exercises:
How many DOF's in a cubic Bezier segment in R3 ?
Sketch a Bezier curve from its control points.
Approximate a curve with several Bezier segments.
B-Splines
B-Spline are approximating splines,
composed of subsequent pieces of polynomial curves
that
share many of their control points
and thus guarantee a higher degree oc continuity at the joints.
The cubic B-spline has C2 continuity at the joints.
Properties of B-Splines
Piecewise cubic polynomial
Does NOT interpolate control points
Convex hull property
Construction by 3-fold linear interpolation
Invariant under affine transformations
Start-to-end symmetry
Twice differentiable (C2) at joints
Infinitely differentiable everywhere else
May have cusps (may not be G2 everywhere)
Good to make smooth closed loops
Bicubic Bezier Patches
Same math as for Bezier curves, applied in two directions !
One
direction acts as "control rails" for the other direction, and vice versa.
The total patch needs 16 control points, only the corner points are
interpolated.
Bicubic B-spline Surfaces
One patch of a cubic B-spline also takes 16 control points,
but it specifies
a patch only over a domain corresponding roughly to the central 1/9th of
the domain.
Other patches sharing a side with this patch also share 12 control
points,
thereby guaranteeing C2 continuity across the seams.
(The weaker dots outside the 16 black control points are "knots" that
play a role in the mathematical definition of the B-spline. You may learn
more about them in CS284.)
Use of Splines in your Final Projects
Smooth camera paths.
Rollercoaster tracks.
Snake bodies.
Curved smooth bodies and shells.
Finish Midterm Discussion
Ideas for Final Project
Some bug/vehicle exploring an interesting surface (Moebius band) under
user control.
Some (small) roller-coaster loop.
Some (imaginary) board game.
Some (weird) machinery.
Some (weird) moving creature on simple surface.
Some (small) fly-through world.
More on Final Project: Animation
Enter Time-Dependence
Choreographed, Coordinated, Constrained Motion
(Will be relevant during final project)
Turning wheels. Interlocking gears. Synchronized gear wheels.
Operable joints. Waving tentacles
Piston, rod, crankshaft.
Jitter bug assemblies.
Uniform or non-uniform scaling ==> "breathing" objects
Real deformations ==> "bellows".
More Advanced Tasks:
Terrain following -- cheat: simplify !
Collision detection -- don’t !
Current Homework Assignment:
ASG#9
"Procedural Generation and Rendering"
DUE: Thursday 4/22/99, 11:59pm.
CAN BE DONE WITH YOUR PARTNER OF CHOICE !
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