Graphics 犹他茶壶中的贝塞尔贴片是如何工作的?

Graphics 犹他茶壶中的贝塞尔贴片是如何工作的?,graphics,3d,postscript,bezier,bspline,Graphics,3d,Postscript,Bezier,Bspline,我过早地发布了一个代码高尔夫挑战,以使用()绘制。()但当我深入研究这些数据以制作一个小例子时,我意识到我不知道这些数据是怎么回事。我对二维贝塞尔曲线有很好的理解。但是对于3D,它的工作原理是一样的吗 对!!是的 数据包含面片,每个面片包含16个顶点。这些布局是否有标准的顺序?如果它们对应于二维曲线,那么四个角点实际上接触到曲面,剩下的12个是控件,对吗 对! 我的“原始计划”是将形状简化为矩形,将它们投影到画布上,然后以灰色绘制填充形状,该灰色由垂直于光向量的面片点积的大小计算。如果我把它简化

我过早地发布了一个代码高尔夫挑战,以使用()绘制。()但当我深入研究这些数据以制作一个小例子时,我意识到我不知道这些数据是怎么回事。我对二维贝塞尔曲线有很好的理解。但是对于3D,它的工作原理是一样的吗

对!!是的

数据包含面片,每个面片包含16个顶点。这些布局是否有标准的顺序?如果它们对应于二维曲线,那么四个角点实际上接触到曲面,剩下的12个是控件,对吗

对!

我的“原始计划”是将形状简化为矩形,将它们投影到画布上,然后以灰色绘制填充形状,该灰色由垂直于光向量的面片点积的大小计算。如果我把它简化那么远,它会看起来像茶壶吗?是否必须使用光线跟踪来获得可识别的图像

那是主观的-(

虽然这看起来像几个问题,但它们都是这个问题的一个方面:“请,仁慈的大师,教我一些贝塞尔补丁?我需要知道什么来画茶壶?”


以下是我迄今为止编写的代码。(使用此矩阵库:)

这是我的建议

这就是我糟糕的形象:

更新:修正错误。也许它们毕竟是“正常”布置的。选择正确的角点至少会给出一个对称的形状:

更新:边界曲线看起来更好。

双三次贝塞尔曲面片是一个4x4的3D点阵列。是的,四个角接触曲面;行是贝塞尔曲线,列也是贝塞尔曲线。但deCasteljau算法基于计算两点之间的中值,在3D和2D中同样有意义

完成上述代码的下一步是细分面片以覆盖较小的部分。然后,上面简单的边界曲线提取成为合适的多边形网格

首先展平面片,直接插入顶点数据,而不是使用单独的缓存。此代码在面片中迭代,在顶点数组中查找点,并构造一个新的面片数组,然后用相同的名称重新定义

 /patch[ patch{ [exch { 1 sub vert exch get }forall ] }forall ]def
然后我们需要deCasteljau算法来分割Bezier曲线。
vop
来自矩阵库,对向量的相应元素应用二进制运算,并生成一个新的向量作为结果

/median { % [x0 y0 z0] [x1 y1 z1]
    {add 2 div} vop % [ (x0+x1)/2 (y0+y1)/2 (z0+z1)/2 ]
} def   

/decasteljau { % [P0] P1 P2 P3  .  P0 P1' P2' P3'  P3' P4' P5' P3
    {p3 p2 p1 p0}{exch def}forall
    /p01 p0 p1 median def
    /p12 p1 p2 median def
    /p23 p2 p3 median def
    /p012 p01 p12 median def
    /p123 p12 p23 median def
    /p0123 p012 p123 median def
    p0 p01 p012 p0123  % first half-curve
    p0123 p123 p23 p3  % second half-curve
} def   
然后进行一些堆栈操作,以应用于面片的每一行,并将结果组合成两个新面片

/splitrows { % [b0 .. b15]  .  [c0 .. c15] [d0 .. d15] 
    aload pop % b0 .. b15
    4 {                          % on each of 4 rows
        16 12 roll decasteljau   % roll the first 4 to the top
        8 4 roll                 % exch left and right halves (probably unnecessary)
        20 4 roll                % roll new curve to below the patch (pushing earlier ones lower)
    } repeat
    16 array astore              % pack the left patch
    17 1 roll 16 array astore    % roll, pack the right patch
} def
一个丑陋的实用程序允许我们对列重复使用行代码。堆栈注释是编写此过程所必需的,因此它们可能是读取此过程所必需的。
nj roll
rolls n个元素(向左),j次;==第n个元素上方的顶部j个元素(从1开始计数)因此,n稳步减小,选择元素放置的位置,j选择元素放置的位置(拖动所有其他元素)。如果应用了
bind
,此过程将比基于字典的过程快得多

% [ 0  1  2  3
%   4  5  6  7
%   8  9 10 11
%  12 13 14 15 ]
/xpose {
    aload pop % 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
    15 12 roll % 0 4 5 6 7 8 9 10 11 12 13 14 15 1 2 3
    14 11 roll % 0 4 8 9 10 11 12 13 14 15 1 2 3 5 6 7
    13 10 roll % 0 4 8 12 13 14 15 1 2 3 5 6 7 9 10 11

    12 9 roll % 0 4 8 12 1 2 3 5 6 7 9 10 11 13 14 15
    11 9 roll % 0 4 8 12 1 5 6 7 9 10 11 13 14 15 2 3
    10 8 roll % 0 4 8 12 1 5 9 10 11 13 14 15 2 3 6 7
    9 7 roll % 0 4 8 12 1 5 9 13 14 15 2 3 6 7 10 11

    8 6 roll % 0 4 8 12 1 5 9 13 2 3 6 7 10 11 14 15
    7 6 roll % 0 4 8 12 1 5 9 13 2 6 7 10 11 14 15 3
    6 5 roll % 0 4 8 12 1 5 9 13 2 6 10 11 14 15 3 7
    5 4 roll % 0 4 8 12 1 5 9 13 2 6 10 14 15 3 7 11
    4 3 roll % 0 4 8 12 1 5 9 13 2 6 10 14 3 7 11 15
    16 array astore
} def
% [ 0 4  8 12
%   1 5  9 13
%   2 6 10 14
%   3 7 11 15 ]

/splitcols {
    xpose
    splitrows
    xpose
} def
然后将这些函数应用于补丁数据。同样,每次都重新定义补丁

/patch[ patch{ splitrows }forall ]def
/patch[ patch{ splitrows }forall ]def
/patch[ patch{ splitcols }forall ]def
/patch[ patch{ splitcols }forall ]def
这样就可以处理较小的碎片。

添加可见性测试

/visible { % patch  .  patch boolean 
    dup % p p
    dup 3 get exch dup 0 get exch 12 get % p p3 p0 p12
    1 index {sub} vop % p p3 p0 v0->12
    3 1 roll {sub} vop % p v0->12 v0->3
    cross /normal exch def
    dup
    [ exch dup 0 get exch dup 3 get exch dup 12 get exch 15 get ]
    { Cam {sub} vop normal dot 0 ge } forall
    %add add add 4 div 0 lt
    or or or
} def
生产

更新:测试是反向的。

更新:测试是无用的!你可以从图像中看到底部的部分不是向外的,当然,背面剔除并不能阻止把手从锅中显示出来。这需要去除隐藏的表面。而且因为Postscript不支持Z缓冲区,我猜它必须是一个二进制空间分区。所以它是ba帮我把书翻过来

更新:添加模型->世界变换以使物体直立

/Model -90 rotx def % model->world transform

/proj {
    Model matmul 0 get             % perform model->world transform
    Cam {sub} vop                  % translate to camera coords
    ...
生产此产品。

至此已完成程序。(使用矩阵库:)在ghostscript中,您可以通过按住
[enter]
来查看动画旋转

    %!
    %%BoundingBox: 109 246 492 487
    %-109 -246 translate

    (mat.ps)run  %include matrix library
    (det.ps)run  %supplementary determinant function

    /tok{ token pop exch pop }def
    /s{(,){search{ tok 3 1 roll }{ tok exit }ifelse }loop }def
    /f(teapot)(r)file def
    /patch[ f token pop { [ f 100 string readline pop s ] } repeat ]def
    /vert[ f token pop { [ f 100 string readline pop s ] } repeat ]def
    /patch[ patch{ [exch { 1 sub vert exch get }forall ] }forall ]def
    %vert == patch == %test data input flush quit

    /I3 3 ident def      % 3D identity matrix
    /Cam [ 0 0 10 ] def  % world coords of camera center viewpoint
    /Theta [ 0 0 0 ] def % y-rotation x-rotation z-rotation
    /Eye [ 0 0 15 ] def  % eye relative to camera vp
    /Rot I3 def          % initial rotation seq

    /Model -90 rotx def % model->world transform

    /makerot {
            Theta 0 get roty        % pan
            Theta 1 get rotx matmul % tilt
            Theta 2 get rotz matmul % twist
    } def

    /proj {
            Model matmul 0 get             % perform model->world transform
            Cam {sub} vop  % translate to camera coords
            Rot matmul  % perform camera rotation
            0 get aload pop Eye aload pop  % extract dot x,y,z and eye xyz
            4 3 roll div exch neg          % perform perspective projection
            4 3 roll add 1 index mul
            4 1 roll 3 1 roll sub mul exch % (ez/dz)(dx-ex) (ez/dz)(dy-ey)
    } def

    /median { % [x0 y0 z0] [x1 y1 z1]
            {add 2 div} vop % [ (x0+x1)/2 (y0+y1)/2 (z0+z1)/2 ]
    } def

    /decasteljau { % [P0] P1 P2 P3  .  P0 P1' P2' P3'  P3' P4' P5' P3
            {p3 p2 p1 p0}{exch def}forall
            /p01 p0 p1 median def
            /p12 p1 p2 median def
            /p23 p2 p3 median def
            /p012 p01 p12 median def
            /p123 p12 p23 median def
            /p0123 p012 p123 median def
            p0 p01 p012 p0123
            p0123 p123 p23 p3
    } def

    /splitrows { % [b0 .. b15]  .  [c0 .. c15] [d0 .. d15]
            aload pop % b0 .. b15
            4 {
                    16 12 roll decasteljau
                    %8 4 roll
                    20 4 roll
            } repeat
            16 array astore
            17 1 roll 16 array astore
    } def

    /xpose {
            aload pop % 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
            15 12 roll % 0 4 5 6 7 8 9 10 11 12 13 14 15 1 2 3
            14 11 roll % 0 4 8 9 10 11 12 13 14 15 1 2 3 5 6 7
            13 10 roll % 0 4 8 12 13 14 15 1 2 3 5 6 7 9 10 11

            12 9 roll % 0 4 8 12 1 2 3 5 6 7 9 10 11 13 14 15
            11 9 roll % 0 4 8 12 1 5 6 7 9 10 11 13 14 15 2 3
            10 8 roll % 0 4 8 12 1 5 9 10 11 13 14 15 2 3 6 7
            9 7 roll % 0 4 8 12 1 5 9 13 14 15 2 3 6 7 10 11

            8 6 roll % 0 4 8 12 1 5 9 13 2 3 6 7 10 11 14 15
            7 6 roll % 0 4 8 12 1 5 9 13 2 6 7 10 11 14 15 3
            6 5 roll % 0 4 8 12 1 5 9 13 2 6 10 11 14 15 3 7
            5 4 roll % 0 4 8 12 1 5 9 13 2 6 10 14 15 3 7 11
            4 3 roll % 0 4 8 12 1 5 9 13 2 6 10 14 3 7 11 14
            16 array astore
    } def

    /splitcols {
            xpose
            splitrows
            xpose exch xpose
    } def

    /patch[ patch{ splitrows }forall ]def
    /patch[ patch{ splitrows }forall ]def
    /patch[ patch{ splitrows }forall ]def
    /patch[ patch{ splitrows }forall ]def
    /patch[ patch{ splitcols }forall ]def
    /patch[ patch{ splitcols }forall ]def

    /color {normal light dot 1 add 4 div
%1 exch sub
setgray} def

    /visible { % patch  .  patch boolean
            dup % p p
            dup 3 get exch dup 0 get exch 12 get % p p3 p0 p12
            1 index {sub} vop % p p3 p0 v0->12
            3 1 roll {sub} vop % p v0->12 v0->3
            cross /normal exch def
            dup
            [ exch dup 0 get exch dup 3 get exch dup 12 get exch 15 get ]
            { Cam {sub} vop normal dot 0 ge } forall
            %add add add 4 div 0 lt
            or or or
    } def

    /drawpatch {

            % Four corners
            %[ exch dup 0 get exch dup 3 get exch dup 12 get exch 15 get ]

            visible {

                    [ exch
                            % control rows
                            %dup 4 get exch dup 5 get exch dup 6 get exch dup 7 get exch
                            %dup 11 get exch dup 10 get exch dup 9 get exch dup 8 get exch

                            % control columns
                            %dup 1 get exch dup 5 get exch dup 9 get exch dup 13 get exch
                            %dup 14 get exch dup 10 get exch dup 6 get exch dup 2 get exch

                            % Boundary curves
                            dup 8 get exch dup 4 get exch dup 0 get exch %curveto4
                            dup 14 get exch dup 13 get exch dup 12 get exch %curveto3
                            dup 7 get exch dup 11 get exch dup 15 get exch %curveto2
                            dup 1 get exch dup 2 get exch dup 3 get exch %curveto1
                            dup 0 get exch %moveto
                    pop ]

                    { proj } forall

                    moveto curveto curveto curveto curveto
                    %moveto lineto lineto lineto lineto lineto lineto lineto closepath
                    %moveto lineto lineto lineto lineto lineto lineto lineto closepath

                    stroke
                    %flushpage flush (%lineedit)(r)file pop

            }{
                    pop
            }ifelse

    } def

    /R 20 def
    /H -3 def
    /ang 10 def
    {
            300 700 translate
            1 70 dup dup scale div setlinewidth

            % camera revolves around Y axis at height H, dist R
            /Cam [ ang sin R mul  H  ang cos R mul ] def
            /Theta [ ang  H R atan  0 ] def   % rotate camera back to origin
            /Rot makerot def        % squash rotation sequence into a matrix

            patch {
                    drawpatch
            } forall
            pstack
            showpage

            %exit
            /ang ang 10 add def
    } loop
基于上的帮助,我被引导到一个子目标,即用一个计算行列式的函数来补充矩阵库

因此,这段代码通过了一些笨拙的初始测试,但我必须承认,它非常丑陋:


基本上,你是对的:它们有4个控制点(4个角)。同样的原则适用于3D bezier面片:如果你需要它们“平滑”连接,你必须对齐控制点。一旦你“平滑”连接了足够多的面片,你就可以代表你想要的每个曲面(具有合理的精度)很久以前,我编写了一个bezier补丁编辑器:请随意看看。我们用它制作了可乐罐、轮船、飞机;因此,对犹他茶壶进行一个很好的描述应该不难。哦,当我们编写它时,我们真的很欣赏这些gamasutra教程:这是一个很好的链接。谢谢。但是,哦,他们在底部提到了Foley。我有Foley。我可能应该看看。我是个笨蛋。:(我也有Foley,IIRC解释太短,无法完全掌握问题的解决方案(例如,编写工作代码)。我喜欢gamasutra文章的实用性。Foley Intro非常纤薄,但Foley&vanDam Fundamentals有很多内容,包括生成网格的伪代码。一些BSP链接:要求帮助生成BSP。注意:
/splitcols
中的第二个
xpose
应该是
xpose exch xpose
,以应用传输到两个新补丁(以及另一个
exch
,如果保留顺序很重要)。上述错误可能是“鸡丝”的原因在上一幅图像中的效果。通过使用斜接而不是斜接。在该函数期间,如何将矩阵存储在某个名称下,并使用一个函数提取矩阵的一个成员?然后您可以编写
0 memb
而不是
dup 0 get 0 get
。然后您可以编写内容
    %!
    %%BoundingBox: 109 246 492 487
    %-109 -246 translate

    (mat.ps)run  %include matrix library
    (det.ps)run  %supplementary determinant function

    /tok{ token pop exch pop }def
    /s{(,){search{ tok 3 1 roll }{ tok exit }ifelse }loop }def
    /f(teapot)(r)file def
    /patch[ f token pop { [ f 100 string readline pop s ] } repeat ]def
    /vert[ f token pop { [ f 100 string readline pop s ] } repeat ]def
    /patch[ patch{ [exch { 1 sub vert exch get }forall ] }forall ]def
    %vert == patch == %test data input flush quit

    /I3 3 ident def      % 3D identity matrix
    /Cam [ 0 0 10 ] def  % world coords of camera center viewpoint
    /Theta [ 0 0 0 ] def % y-rotation x-rotation z-rotation
    /Eye [ 0 0 15 ] def  % eye relative to camera vp
    /Rot I3 def          % initial rotation seq

    /Model -90 rotx def % model->world transform

    /makerot {
            Theta 0 get roty        % pan
            Theta 1 get rotx matmul % tilt
            Theta 2 get rotz matmul % twist
    } def

    /proj {
            Model matmul 0 get             % perform model->world transform
            Cam {sub} vop  % translate to camera coords
            Rot matmul  % perform camera rotation
            0 get aload pop Eye aload pop  % extract dot x,y,z and eye xyz
            4 3 roll div exch neg          % perform perspective projection
            4 3 roll add 1 index mul
            4 1 roll 3 1 roll sub mul exch % (ez/dz)(dx-ex) (ez/dz)(dy-ey)
    } def

    /median { % [x0 y0 z0] [x1 y1 z1]
            {add 2 div} vop % [ (x0+x1)/2 (y0+y1)/2 (z0+z1)/2 ]
    } def

    /decasteljau { % [P0] P1 P2 P3  .  P0 P1' P2' P3'  P3' P4' P5' P3
            {p3 p2 p1 p0}{exch def}forall
            /p01 p0 p1 median def
            /p12 p1 p2 median def
            /p23 p2 p3 median def
            /p012 p01 p12 median def
            /p123 p12 p23 median def
            /p0123 p012 p123 median def
            p0 p01 p012 p0123
            p0123 p123 p23 p3
    } def

    /splitrows { % [b0 .. b15]  .  [c0 .. c15] [d0 .. d15]
            aload pop % b0 .. b15
            4 {
                    16 12 roll decasteljau
                    %8 4 roll
                    20 4 roll
            } repeat
            16 array astore
            17 1 roll 16 array astore
    } def

    /xpose {
            aload pop % 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
            15 12 roll % 0 4 5 6 7 8 9 10 11 12 13 14 15 1 2 3
            14 11 roll % 0 4 8 9 10 11 12 13 14 15 1 2 3 5 6 7
            13 10 roll % 0 4 8 12 13 14 15 1 2 3 5 6 7 9 10 11

            12 9 roll % 0 4 8 12 1 2 3 5 6 7 9 10 11 13 14 15
            11 9 roll % 0 4 8 12 1 5 6 7 9 10 11 13 14 15 2 3
            10 8 roll % 0 4 8 12 1 5 9 10 11 13 14 15 2 3 6 7
            9 7 roll % 0 4 8 12 1 5 9 13 14 15 2 3 6 7 10 11

            8 6 roll % 0 4 8 12 1 5 9 13 2 3 6 7 10 11 14 15
            7 6 roll % 0 4 8 12 1 5 9 13 2 6 7 10 11 14 15 3
            6 5 roll % 0 4 8 12 1 5 9 13 2 6 10 11 14 15 3 7
            5 4 roll % 0 4 8 12 1 5 9 13 2 6 10 14 15 3 7 11
            4 3 roll % 0 4 8 12 1 5 9 13 2 6 10 14 3 7 11 14
            16 array astore
    } def

    /splitcols {
            xpose
            splitrows
            xpose exch xpose
    } def

    /patch[ patch{ splitrows }forall ]def
    /patch[ patch{ splitrows }forall ]def
    /patch[ patch{ splitrows }forall ]def
    /patch[ patch{ splitrows }forall ]def
    /patch[ patch{ splitcols }forall ]def
    /patch[ patch{ splitcols }forall ]def

    /color {normal light dot 1 add 4 div
%1 exch sub
setgray} def

    /visible { % patch  .  patch boolean
            dup % p p
            dup 3 get exch dup 0 get exch 12 get % p p3 p0 p12
            1 index {sub} vop % p p3 p0 v0->12
            3 1 roll {sub} vop % p v0->12 v0->3
            cross /normal exch def
            dup
            [ exch dup 0 get exch dup 3 get exch dup 12 get exch 15 get ]
            { Cam {sub} vop normal dot 0 ge } forall
            %add add add 4 div 0 lt
            or or or
    } def

    /drawpatch {

            % Four corners
            %[ exch dup 0 get exch dup 3 get exch dup 12 get exch 15 get ]

            visible {

                    [ exch
                            % control rows
                            %dup 4 get exch dup 5 get exch dup 6 get exch dup 7 get exch
                            %dup 11 get exch dup 10 get exch dup 9 get exch dup 8 get exch

                            % control columns
                            %dup 1 get exch dup 5 get exch dup 9 get exch dup 13 get exch
                            %dup 14 get exch dup 10 get exch dup 6 get exch dup 2 get exch

                            % Boundary curves
                            dup 8 get exch dup 4 get exch dup 0 get exch %curveto4
                            dup 14 get exch dup 13 get exch dup 12 get exch %curveto3
                            dup 7 get exch dup 11 get exch dup 15 get exch %curveto2
                            dup 1 get exch dup 2 get exch dup 3 get exch %curveto1
                            dup 0 get exch %moveto
                    pop ]

                    { proj } forall

                    moveto curveto curveto curveto curveto
                    %moveto lineto lineto lineto lineto lineto lineto lineto closepath
                    %moveto lineto lineto lineto lineto lineto lineto lineto closepath

                    stroke
                    %flushpage flush (%lineedit)(r)file pop

            }{
                    pop
            }ifelse

    } def

    /R 20 def
    /H -3 def
    /ang 10 def
    {
            300 700 translate
            1 70 dup dup scale div setlinewidth

            % camera revolves around Y axis at height H, dist R
            /Cam [ ang sin R mul  H  ang cos R mul ] def
            /Theta [ ang  H R atan  0 ] def   % rotate camera back to origin
            /Rot makerot def        % squash rotation sequence into a matrix

            patch {
                    drawpatch
            } forall
            pstack
            showpage

            %exit
            /ang ang 10 add def
    } loop
GS>[[1 0][0 1]] det GS<1>= 1 GS>[[0 1][1 0]] det = -1 GS>(mat.ps) run GS>3 ident GS<1>det = 1 GS>[[1 2 3][4 5 6][7 8 9]] det = 0 GS>
(mat.ps) run % use dot and cross from matrix library

/elem { % M i j
    3 1 roll get exch get % M_i_j
} def

/det {
    dup length 1 index 0 get length ne { /det cvx /typecheck signalerror } if
    1 dict begin /M exch def
        M length 2 eq {
            M 0 0 elem
            M 1 1 elem mul
            M 0 1 elem
            M 1 0 elem mul sub
        }{
            M length 3 eq {
                M aload pop cross dot
            }{ /det cvx /rangecheck signalerror } ifelse
        } ifelse
    end
} def