Modeling 3D objects with
polygons
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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
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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
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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
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Methods of creating polygonal
meshes
Build mesh by hand
(C) Doug Bowman, Virginia Tech, 2008 5
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Methods of creating polygonal
meshes
Tesselate a
theoretical smooth
surface
Tesselation: the
process of creating a
polygonal
approximation from
a smooth surface
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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
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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
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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
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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
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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
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Texture substitution
Textures
(“imposters”) can
cause objects to
appear much more
detailed than they
actually are
Problem: when the
user is close
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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
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Face normals vs. vertex
normals
(C) Doug Bowman, Virginia Tech, 2008 14
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Practical polygonal modeling
Modeling tools
3D Studio Max
Maya
AutoCAD
…
File formats
OBJ, DXF, 3DS, FLT, DWG, …
(C) Doug Bowman, Virginia Tech, 2008 15
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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
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