3D Object Representation
3D Object Representation
v Spline surfaces
v Procedural methods
v Physical models
v Fractal
3-D Object Representation
3D solid object representation can be classified into two main
categories:
• Space-Partitioning Representations:
Example: A cube can be represented by six polygons (quadrilaterals), one for each face
of the cube.
Each polygon is stored as part of the object’s description, which simplifies and speeds
up surface rendering and display. Since polygons can be easily represented using
linear equations, this method allows for efficient computation of the object's shape
and appearance during rendering.
Representation of Polygon Surfaces
1. Polygon Tables
2. Plane Equations
3. Polygon Meshe
Polygon Tables
Polygon Tables:
• For each polygon input, the data into tables are to be used in the
subsequent processing.
2. Attribute Tables: Contain additional information like color, shading, and texture
associated with the polygons.
Polygon Tables: Geometric Tables
Geometric Tables consists
of information related to the
shape and structure of a 3D
object, primarily storing:
• VERTEX TABLE
• EDGE TABLE
• P O LYG O N S U R FAC E
TABLE
Polygon Tables: Geometric Tables
• Extra infor mation can be added to the data tables for faster
information extraction. For instance, edge table can be expanded to
include forward points into the polygontable so that common edges
between polygons can be identified more rapid.
where, (x,y,z) is any point on the plane and coefficents A,B,C and D are constants
describing the spatial properties of the plane
Rewritten as :
�� + �� + �� =− �
� � �
�+ �+ � =− 1
� � �
The values of A, B, C, and D for a plane equation can be determined by solving a
system of three equations using the coordinates of three non-collinear points on the
plane.
Plane Equations
Let the three vertices of the plane be given as
(�1 �1 , �1 ), (�2 �2 , �2 ), (�3 �3 , �3 )
We can solve the following system of simultaneous equations to find the ratios. These
ratios will allow us to determine the values of A, B, C and D.
� � �
�
�� + �
�� + �
�� =− � for (�� ,�� , �� )
� � �
�
�� + �
�� + �
�� =− � for (�� �� , �� )
� � �
�
�� + �
�� + �
�� =− � for (�� �� , �� )
Plane Equations
The solution for this set of equations can be obtained in
determinant form, using Cramer’s rule as
1 �1 �1 �1 1 �1 �1 �1 1
�= 1 �2 �2 , B = �2 1 �2 , C = �2 �2 1,
1 �3 �3 �3 1 �3 �3 �3 1
�1 �1 �1
D = �2 �2 �2
�3 �3 �3
Plane Equations
Expanding the determinants, we can write the calculations for the plane
coefficients in the form:
� = �1 (�2 − �3 ) + �2 (�3 − �1 ) + �3 (�1 − �3 )
� = �1 (�2 − �3 ) + �2 (�3 − �1 ) + �3 (�1 − �3 )
� = �1 (�2 − �3 ) + �2 (�3 − �1 ) + �3 (�1 − �3 )
� = −�1 (�2 �3 − �3 �2 )−�2 (�3 �1 − �1 �3 )−�1 (�1 �2 − �2 �1 )
Plane Equations
Plane equations are also used to determine the position of
spatial points in relation to an object's plane surfaces.
Triangle Strip:
For example, a strip with 11 triangles connects 13 vertices. This function creates (n-2)
triangles from n vertices
Quadrilateral Mesh:
• When polygons have more than three vertices, some may not lie on
the same plane due to errors.
• These methods are used for designing shapes, digitizing drawings, and
animating paths.
Types of Curve
y=mx+c x2+y2-r2=0
Explicit Curve
Here, the functions f(t) and g(t) represent the (x) and (y) coordinates of any point on
the curve.
• The points are generated by varying the parameter ( t) over a specific interval ([a, b]),
typically ([0, 1]).
Bezier Curve
• A Bezier curve is a parametric curve used in computer graphics and
design for modeling smooth curves.
• The simplest forms are linear, quadratic, and cubic Bezier curves.It is
defined by set of four point
Bezier Curve: Example
• A cubic Bezier curve is defined by four control points: P0, P1, P2, P3 .
• The curve begins at P0 and ends at P3 (called achors), with P1 and P2
(called handles) controlling the curve's direction and shape.
• These surfaces are useful for modeling smooth, curved shapes and can
include various geometric forms such as: sphere, ellipsod, cylinder etc.
Quadratics surfaces: Sphere
• A sphere is a fundamental quadratic surface in computer graphics,
frequently used to model smooth, round objects.
where (x,y,z) are the coordinates of a point on the surface and r is the
radius of the sphere.
The center of the sphere is typically located at the origin (0,0,0), but it can
be translated to any point (xc,y� ,zc) using the equation
� �
where −� ≤ � ≤ �, ��� − 2 ≤ ∅ ≤ 2
• Ray Tracing: Spheres are commonly used in ray tracing for simulating
realistic lighting, as their geometric properties make intersection
calculations efficient.
�2 �2 �2
+ + =1
�2 �2 �2
where, a,b,c are the semi-axes of the ellipsoid along the x,y, and z
directions respectively.
Quadratics surfaces: Ellipsoid
� �
where −� ≤ � ≤ �, ��� − 2 ≤ ∅ ≤ 2