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Introduction To Curves

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Introduction To Curves

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projectprinting1
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UNIT V

INTRODUCTION
TO CURVES
INTRODUCTION
 Objects in the real world may not always be
made up of regular geometric shapes.
 Surfaces are made up of curved surfaces &

curved edges.
 Curves are quite complicated to represent them

in exact mathematical equations.


 Curves are classified into two categories-

namable, unnamable.
 Namable curves known as true-curve

generation approach(planes, spheres, parabolas,


circles, straight lines)
CURVE CONTINUITY
 To guarantee a smooth transition from one
section of the piecewise curve to the next, we
can enforce continuity conditions at the link
points.
 There are two types of curve continuities:

geometric & parametric.


 In geometric continuity, requires parametric

derivatives of two curve sections to be


proportional to each other at their common
boundary instead of equal to each other.
 Parametric continuity is obtained by matching

the parametric derivatives of the adjoining two


curve segments at their common boundary.
CONIC CURVE
 Curves are one of the most important primitive
shapes to create high resolution graphics.
 While using many small polylines allows to create

graphic that appears smooth at fixed resolution and


they do not preserve smoothness when scaled.
 Curves can be stored much easier, can be scaled to

any resolution without loosing smoothness and


provide much easier way to specify real world objects.
 A conic section or just conic is a plane curve that can

be formed by intersecting a cone with a plane that


does not go through the vertex of the cone.
 Five types of conics are: Circle, Hyperbola, Parabola,

Rectangular Hyperbola and Ellipse.


 A circle and an ellipse are created when a cone and

plane are intersected as a closed curve.


SPLINE CURVE REPRESENTATION
 A spline is used to refer to a wide class of
functions that are used in applications requiring
data interpolation & smoothing.
 These type of curves in the field of computer

science because of the simplicity of their


construction, accuracy of evaluation & their
capacity to approximate complex shapes through
curve fitting & interactive curve design.
 It produces smooth curves through a designated

set of points using piecewise cubic polynomial


functions.
 Two categories comes under this,
 Interpolated
Spline
 Approximated Spline
 Interpolation - the curve passes
through all of the control points

 Approximation - the
curve does not pass
through all of the control
points
BEZIER CURVE
 Bezier curves must have precisely n control
points, where n+1 is the degree of the Bezier
polynomial.
 By connecting bezier curves we can create long

curves.
 This is done by connecting last control point of

one curve the same as first control point of next


curve.
 This type of curve always lie within the convex

hull of the control points & always have the sum


of the basis functions add to 1.
 A convex hull of set of points is the smallest

convex polygon that contains one of the points.


BEZIER CURVE
B-SPLINE CURVES
 A spline curve is a sequence of curve segments
that are connected together to form a single
continuous curve.
 It refers to a spline curve parameterized by spline

functions that are expressed as linear


combinations of splines.
 A B-spline is simply a generalization of a bezier
FRACTAL
curve. CURVES
 A fractal is defined as a rough or fragmented
geometric shape that can be split into parts, each of
which is approx. a reduced-size reproduction of the
complete shape, based on the property known as self
similarity.
 Many natural objects that approximate fractals to a

degree, include clouds, mountains, coastlines.


 B-spline curve

 Applications of fractals
SURFACE GENERATION
 The surface plays a critical role in designing &
manufacturing of automobile bodies, ship hulls,
aircraft, games, furniture etc.
 A surface in a 3D space is an object definition that

has breadth, width which is specified with the help


of equation.
 Following are some types of surfaces:

A) Bilinear Surfaces

B) Ruled surfaces

C) Developable surfaces

D) Coons patch.
A) Bilinear surfaces:
 They are the simplest of all.
 These types of surfaces are defined by means of their 4
corner points.
 Their 4 boundary curves are straight lines & the
coordinates of any point on this surface are derived by
linear interpolations.
B) Ruled surfaces:
 Itis a surface swept out by a straight line as it moves
through space.
 Which means original figure stays fixed at one point
but changes direction.
C) Developable surfaces:
 These surfaces are characterized by only blending in
one direction at a time like a cylinder or a cone.
 Developable surfaces are useful because they allow
round forms to be made out of a flat materials like
plywood, sheet metal, or cloth etc.

D) Coons patch:
 There are many other surfaces that needs to be deal
within Computer-aided Geometric Design(CAGD), such
as car bodies & airplane.
 In these situations, a common approach is to divide the
surface into patches defined by a network of curves.
 Each patch is then parameterized by filling in or
interpolating the given parameterizations of their
boundary.
PAINTERS ALGORITHM
 The idea behind painters algorithm is to paint the
polygon into frame buffer in order of decreasing
distance.
 The algorithm gets its name from the manner in
which an oil painting is created. The artist begins
with the background.
 He then adds the most distant object and then the
newer object and so on.
 There is no need to erase the portion of
background, the artist simple paints on top of
them.
 Whole canvas is painted first then on top this
canvas a circle is painted
 On top this circle a rectangle is painted.
 On top of this rectangle an ellipse is painted.
 It gives an appearance as the ellipse is nearer to
the viewer then the circle.
 The main factor here is to check the priority
 Each polygon is assigned a priority number
 Polygons are sorted according to their priority.
 Lowest one first, followed by higher then highest.
Z-BUFFER ALGORITHM
 Z Buffer is one of the way to handle hidden lines
and surfaces.
 Here we are storing polygon which are closer to

the viewer in the frame buffer.


 Along with frame buffer we make use of Z Buffer

which is a large array to store z coordinates(depth)


of pixel which we want to display.
 Depth buffer compares the two depth and

chooses the depth nearer to the viewer


 Used for detecting visible surfaces, comparing

surface depths at each pixel position on the


projection plane.
 Also known as Depth buffering.
 Advantages
 It is easy to implement.
 As Z buffer processes one object at a time
total number of objects can be large.
 It does not require any additional technique.
 Disadvantages

 It requires lot of memory as we are storing


each pixel’s z value.
 It is time consuming process as we are
comparing each and every pixel.

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