3D-MIDTERM PDF - Bezier, NURBS, and More
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This document provides an overview of 3D modeling techniques, focusing on Bezier and NURBS curves, surface creation, and materials. It discusses various techniques like lofting, subdivision modeling, and different types of textures. It also explains how to create procedural textures, use noise, and handle gradient generators. This document is for an undergraduate-level course, likely in Computer Graphics or 3D Design or related programs.
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# Bezier Curves - A French engineer, Pierre Bézier, was one of the first to use splines to generate smooth curves. - Bézier curves are known as "paths" and are smooth. ## Anatomy of a Bezier Curve - **Control Points** define the shape of the curve, and are similar to vertices in mesh objects. The...
# Bezier Curves - A French engineer, Pierre Bézier, was one of the first to use splines to generate smooth curves. - Bézier curves are known as "paths" and are smooth. ## Anatomy of a Bezier Curve - **Control Points** define the shape of the curve, and are similar to vertices in mesh objects. The curve intersects with each control point. - **Control Point Handles** are a pair of handles associated with each control point that allow you to control the rotation and curve influence of the control point. - **Curve Segments** are defined by the mathematical relationship between two control points. ## Editing Bezier Curves - The handles of the control points are the most defining aspect of Bézier curves. - Each control point has two handles. - When you select the control point, you also select both of its handles. ## NURBS (Non-Uniform Rational B-Spline) - NURBS curves have **no handles**. - Control points for NURBS curves **do not normally touch the curve shape**. - Control points in NURBS are **weighted to influence the shape of the curve**. - NURBS curves are advantageous because they can create complex 3D shapes and surfaces. They can be modified interactively after their creation. ## Properties of a NURBS Curve - **Control Point Weight** influences how much the control point effects the curve. - **Knots** are vectors that describe how control points effect the curve's overall shape. - **Order** determines how the curve follows the lines between control points. A lower order means the curve follows the lines closely, while a higher order makes the curve smoother. ## NURBS Surfaces - NURBS surfaces or "patches" are created when a NURBS curve is extruded or when two or more curves are joined together in 3D space. - These NURBS patches can be used to slowly build up a 3D model. ## Sweeping Techniques - **Lathe (Revolve):** This technique creates a 3D surface by revolving a 2D shape on an axis, producing a symmetrical form. This is often referred to as a "surface revolution". - **Lofting:** Involves creating a complex 3D object using two 2D objects, such as curves and splines. ## Subdivision Modeling - Refers to the process of repeatedly dividing a form into smaller subdivisions. ## Materials - **Color:** Defines the basic RGB color of a material, which is used in all subsequent calculations. - **Alpha/Transparency:** Controls how much light passes through the material. A lower value means more transparency. - **Refraction (IOR):** Represents the bending of light as it passes through a material, like glass. - **Gloss:** Simulates a shiny, reflective surface, often used for materials like wood or stone. - **Specular:** Defines how much light is reflected directly from a light source, creating highlights. - **Reflection:** Determines how much light is reflected from the environment surrounding the object, creating mirror-like effects. - **Luminosity/Emission:** Controls the amount of light emitted by an object, such as a lightbulb or fire. - **Subsurface Scattering:** Simulates light scattering within a material, creating realistic effects like the appearance of skin or a lit hand. ## Texture - A 2D image applied to a 3D object to enhance its appearance, like a texture map. - Common file formats include JPEG, PNG, and TIFF. ## Procedural Textures - A texture created algorithmically, often used to generate repetitive patterns or effects. ## Noise - A procedural texture that adds randomness to a 2D image. - Common types of noise include Fractals, Perlin Noise, and Marble Noise. ## Gradient Generators - A procedural texture that creates a gradual transition between colors. ## Bump Mapping - A technique that creates the illusion of depth and texture by altering the normal vectors of a surface. This is a less computationally intensive technique, but the details are fake. - **Bump Only:** Simulates the creation of bumps and indentations on the surface. - **Normal Only:** Provides a more refined level of detail and visual fidelity. - **Normal + Displacement:** Combines the benefits of bump and normal maps to create the most realistic and detailed results. ## Displacement Maps - A technique that actually modifies the geometry of a 3D model, resulting in actual depth and displacement. - While more computationally intensive, it offers a higher level of realism.