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Design Realization lecture 2

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Title: Design Realization lecture 2


1
Design Realization lecture 2
  • John Canny
  • 8/28/03

2
Last Time
  • Design Realization about the creation of smart
    and often networked artifacts.
  • Goal is fluency in several design media, (3d
    shape, animation, mechatronics, optics), and
    interdisciplinary collaboration skills.
  • Class consists of short exercises, contributions
    to the knowledge repository, and a longer project.

3
Updates
  • Class home page iswww.cs.berkeley.edu/jfc/DR/F03
  • Class swiki (password needed) is up
    atkettle.cs.berkeley.edu/DesignRealization2
    please submit summaries there by next Tues.
  • Maya will be available on some machines in HMMB
    but also on CD for personal class use.
  • First Maya assignment will go out next Tuesday
    due in two weeks.

4
Section 1 3D Shape
  • We start by listing some qualities of 3D shape
    (exercise)

5
Section 1 3D Shape
  • We start by listing some qualities of 3D shape
    (exercise)
  • Try enumerating good shapes (natural and
    artificial)

6
3D Shape Creation
  • Since most people lack 3D input devices, Its
    usually best to work mostly with 2D shapes
    (curves) and lift them to 3D.
  • The 2D shape can remain an efficient way to edit
    the 3D shape.
  • c.f. McCulloughs notion of grain how?

7
Curve Creation
  • Three ways in Maya
  • Freehand drawing
  • Setting control points (not on the curve)
  • Setting curve points
  • All 3 actually produce NURB curves (Non-Uniform
    Rational B-splines)

8
Curves
  • Curves have tangents at every point, that define
    the curves direction.
  • A tangent is the straight line which is the limit
    of curves formed by zooming in to the point.
  • Polygonal lines have abrupt changes in tangent at
    vertices. Spline curves (e.g. NURBS) allow smooth
    tangents from one curve segment to the next
    (sketch).

9
Curves
  • Most 3D systems use parametric curves.
  • Parametric curves have a single parameter that
    varies along the curve, usually from 0 to 1.
  • Parameters make it easy to compute tangent
    curves, and to walk along the curve (e.g. for
    displaying it).

10
3D geometry
  • 3D worlds are defined by 3 (cartesian)
    coordinates X, Y, and Z.
  • For historical reasons, in most 3D systems, Y is
    up and Z is toward the viewer.
  • These three directions also define three standard
    views of objects. In addition, there is usually a
    perspective or orthographic view from a general
    camera position.

11
3D geometry
  • A 3D shape has six degrees of movement freedom
  • 3 degrees of translation along X, Y, Z
  • 3 degrees of rotation about X, Y, Z

12
3D puzzle
  • In Maya, the six degrees of freedom are mapped to
    mouse movement (two DOF), with one of 3 mouse
    buttons down (a total of six).
  • BUT
  • Mouse middle allows translation in X, Y.
  • Mouse right allows translation only in Z.
  • Mouse left allows all three rotational DOF.
  • In other words, one mouse DOF is wasted, and we
    get all 6 motion DOFs from 5 mouse DOFs. How??

13
Resources to answer this question
  • Good books Hearn and Baker Computer Graphics
    (C version), Prentice-Hall
  • Links
  • JFCs notes JFC/past courses/CS184
  • Laura Downs notes on quaternionswww.cs.berkeley.
    edu/laura/cs184/quat/quaternion.html
  • Discussion relate this to McCulloughs notion of
    direct vs. indirect manipulation.

14
3D surfaces
  • NURB surfaces are built from NURB curves, and
    smoothly skin between them.
  • Surfaces are also parametric, with two parameters
    this time (u, and v), typically between 0 and 1.
  • Each surface point has two tangents (one each
    along u and v directions), and a normal which is
    off the surface.

15
Continuity and degree
  • The default NURBs in Maya have (algebraic) degree
    3. A curve has degrees of freedom as well
    (sketch).
  • The higher the algebraic degree, the more degrees
    of freedom the curve has.
  • Higher degrees of freedom allow higher degrees of
    smoothness (or continuity) between curve
    segments.

16
Continuity and appearance
  • High continuity is important for appearance of
    smooth, glossy surfaces. Automotive models may
    need 4th order or higher continuity.
  • Other properties, especially curvature, may be
    limited by the fabrication process.

17
Resources again
  • Good books on graphics Hearn and Baker
    Computer Graphics (C version), Prentice-Hall
  • Links
  • JFCs notes JFC/past courses/CS184
  • The Maya 4.5 Bible

18
Wrap-up
  • Finish the Itten and McCullough readings.
  • Write short summaries (lt 1 page), and post to
    Swiki by next Tuesday. Wait til tomorrow for
    submission page.
  • Maya CDs should be available on Tuesday next
    week, when the assignment will go out.
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