modeling

modeling - Modeling Modeling the Everyday World Three broad...

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Page 1 Modeling CS148 Lecture 18 Pat Hanrahan, Winter 2009 Modeling the Everyday World Three broad areas: ± Modeling (Geometric) = Shape ± Animation = Motion/Behavior ± Rendering = Appearance
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Page 2 CS148 Lecture 18 Pat Hanrahan, Winter 2009 Geometric Modeling 1. How to represent 3d shapes ± Polygonal meshes Stanford Bunny 69451 triangles David, Digital Michelangelo Project 28,184,526 vertices, 56,230,343 triangles CS148 Lecture 18 Pat Hanrahan, Winter 2009 Geometric Modeling 1. How to represent 3d shapes ± Smooth surfaces ± Bicubic spline surfaces ± Subdivision surfaces Utah Teapot Caltech Head
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Page 3 CS148 Lecture 18 Pat Hanrahan, Winter 2009 Geometric Modeling 1. How to represent 3D shapes 2. How to create 3D shapes 1. CAD tools 2. Scanners 3. Procedurally 3. How to manipulate 3D shapes 1. Deform/skin/morph/animate 2. Smooth/compress 3. Set operations, … CS148 Lecture 18 Pat Hanrahan, Winter 2009 OpenGL Primitives
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Page 4 CS148 Lecture 18 Pat Hanrahan, Winter 2009 Primitive API glBegin(GL_POLYGON); glVertex3f(-1.0,-1.0,0.0); glVertex3f(1.0,-1.0,0.0); glVertex3f(1.0,1.0,0.0); glVertex3f(-1.0,1.0,0.0); glEnd(); CS148 Lecture 18 Pat Hanrahan, Winter 2009 Polygons float v1[3] = {-1.0,-1.0,0.0}; float v2[3] = { 1.0,-1.0,0.0}; float v3[3] = { 1.0, 1.0,0.0}; float v4[3] = {-1.0, 1.0,0.0}; glBegin(GL_POLYGON); glVertex3fv(v1); glVertex3fv(v2); glVertex3fv(v3); glVertex3fv(v4); glEnd();
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Page 5 CS148 Lecture 18 Pat Hanrahan, Winter 2009 Topology f1 f2 f3 f4 f5 f6 v1 v2 v3 v4 v5 v6 v7 v8 e1 e2 e3 e4 e5 e6 e7 e8 e9 e10 e11 e12 #f - #e + #v = 2 CS148 Lecture 18 Pat Hanrahan, Winter 2009 Points/Polygons typedef float Point[3]; Point verts[8] = { {-1.,-1.,-1.},
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modeling - Modeling Modeling the Everyday World Three broad...

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