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Polygonal Modeling

The document discusses modeling 3D objects with polygons. It provides terminology for polygon-based modeling like polygon soup, polygonal mesh, and 3D polygonal model. Methods for creating polygonal meshes include building by hand, tessellating smooth surfaces, extruding 2D shapes, and revolving 2D shapes. Issues with polygonal models include approximating smooth surfaces and balancing realism versus efficiency. The document also covers techniques like polygonal simplification, level of detail, and texture substitution.

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Manea Ion
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0% found this document useful (0 votes)
247 views16 pages

Polygonal Modeling

The document discusses modeling 3D objects with polygons. It provides terminology for polygon-based modeling like polygon soup, polygonal mesh, and 3D polygonal model. Methods for creating polygonal meshes include building by hand, tessellating smooth surfaces, extruding 2D shapes, and revolving 2D shapes. Issues with polygonal models include approximating smooth surfaces and balancing realism versus efficiency. The document also covers techniques like polygonal simplification, level of detail, and texture substitution.

Uploaded by

Manea Ion
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 16

Modeling 3D objects with

polygons

1
Why polygons?
 Simple mathematical description
 Standard 3D graphics primitive
 All graphics packages optimized for polygon
throughput
 Most 3D graphics algorithms assume a
polygon-based scene
 Common polygon algorithms implemented in
hardware
 In the end, everything (well, almost
everything) is a polygon
(C) Doug Bowman, Virginia Tech, 2008 2

2
Terminology
 Polygon soup: a
general set of
unstructured polygons
used to define a scene
 Polygonal mesh: a set
of connected polygons
that together form a
surface
(C) Doug Bowman, Virginia Tech, 2008 3

3
More terminology
 3D polygonal model: a 3D object made
up entirely of polygons
 3D polygonal modeling: the process of
building a 3D object by specifying the
polygons that make up that object
 NOTE: you can build a 3D polygonal model
without using 3D polygonal modeling!

(C) Doug Bowman, Virginia Tech, 2008 4

4
Methods of creating polygonal
meshes

 Build mesh by hand

(C) Doug Bowman, Virginia Tech, 2008 5

5
Methods of creating polygonal
meshes

 Tesselate a
theoretical smooth
surface
 Tesselation: the
process of creating a
polygonal
approximation from
a smooth surface

(C) Doug Bowman, Virginia Tech, 2008 6

6
Methods of creating polygonal
meshes
 Extrude a 2D
polygon, curve,
etc.
 Extrusion: the
process of moving
a 2D cross-section
through space to
create a 3D solid

(C) Doug Bowman, Virginia Tech, 2008 7

7
Methods of creating polygonal
meshes

 Revolve/sweep a 2D
polygon or curve
 Revolution: the
process of rotating a
2D cross-section about
an axis to create a 3D
solid

(C) Doug Bowman, Virginia Tech, 2008 8

8
Problems with polygonal
models
 They approximate smoothly curving
surfaces
 Tradeoff between realism and efficiency
 Lots of polygons: good approximation,
slow to process
 Few polygons: fast processing, poor
approximation

(C) Doug Bowman, Virginia Tech, 2008 9

9
Polygonal simplification
 Decrease the number of polygons without
sacrificing visual quality (meet polygon
budget)

30944 triangles 2502 triangles 621 triangles 251 triangles


(C) Doug Bowman, Virginia Tech, 2008 10

10
Level of detail (LOD)
techniques
 LOD: change the
complexity of the
model/image
dynamically to
maintain real-time
performance
 Ex: use simplified
models when objects
are at a great distance
 “Popping” problem
(C) Doug Bowman, Virginia Tech, 2008 11

11
Texture substitution
 Textures
(“imposters”) can
cause objects to
appear much more
detailed than they
actually are
 Problem: when the
user is close
(C) Doug Bowman, Virginia Tech, 2008 12

12
Rendering polygonal meshes
 Simply use traditional raster graphics
techniques
 Proper lighting depends on proper
normals
 Face normal: the normal to the plane in which
a polygon lies
 Vertex normal: the normal to the underlying
surface (being approximated by a polygonal
mesh) at a particular vertex

(C) Doug Bowman, Virginia Tech, 2008 13

13
Face normals vs. vertex
normals

(C) Doug Bowman, Virginia Tech, 2008 14

14
Practical polygonal modeling
 Modeling tools
 3D Studio Max
 Maya
 AutoCAD
 …
 File formats
 OBJ, DXF, 3DS, FLT, DWG, …

(C) Doug Bowman, Virginia Tech, 2008 15

15
Alternatives to polygonal
modeling
 As we noted, almost everything is a polygon
eventually, but the modeling process does
not have to be based on polygons
 Instead, we can model objects using smooth
higher-order surfaces, and only convert to
polygons in order to render
 Also, we can model volumes instead of
surfaces
 Next: modeling with curves/surfaces

(C) Doug Bowman, Virginia Tech, 2008 16

16

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