Computer representation of surfaces in the context of Subdivision surfaces


Computer representation of surfaces in the context of Subdivision surfaces

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⭐ Core Definition: Computer representation of surfaces

In technical applications of 3D computer graphics (CAx) such as computer-aided design and computer-aided manufacturing, surfaces are one way of representing objects. The other ways are wireframe (lines and curves) and solids. Point clouds are also sometimes used as temporary ways to represent an object, with the goal of using the points to create one or more of the three permanent representations.

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👉 Computer representation of surfaces in the context of Subdivision surfaces

In the field of 3D computer graphics, a subdivision surface (commonly shortened to SubD surface or Subsurf) is a curved surface represented by the specification of a coarser polygon mesh and produced by a recursive algorithmic method. The curved surface, the underlying inner mesh, can be calculated from the coarse mesh, known as the control cage or outer mesh, as the functional limit of an iterative process of subdividing each polygonal face into smaller faces that better approximate the final underlying curved surface. Less commonly, a simple algorithm is used to add geometry to a mesh by subdividing the faces into smaller ones without changing the overall shape or volume.

The opposite is reducing polygons or un-subdividing.

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Computer representation of surfaces in the context of 3D modeling

In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of a surface of an object (inanimate or living) in three dimensions via specialized software by manipulating edges, vertices, and polygons in a simulated 3D space.

Three-dimensional (3D) models represent a physical body using a collection of points in 3D space, connected by various geometric entities such as triangles, lines, curved surfaces, etc. Being a collection of data (points and other information), 3D models can be created manually, algorithmically (procedural modeling), or by scanning. Their surfaces may be further defined with texture mapping.

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Computer representation of surfaces in the context of Hidden-surface determination

In 3D computer graphics, hidden-surface determination (also known as shown-surface determination, hidden-surface removal (HSR), occlusion culling (OC) or visible-surface determination (VSD)) is the process of identifying what surfaces and parts of surfaces can be seen from a particular viewing angle. A hidden-surface determination algorithm is a solution to the visibility problem, which was one of the first major problems in the field of 3D computer graphics. The process of hidden-surface determination is sometimes called hiding, and such an algorithm is sometimes called a hider. When referring to line rendering it is known as hidden-line removal. Hidden-surface determination is necessary to render a scene correctly, so that one may not view features hidden behind the model itself, allowing only the naturally viewable portion of the graphic to be visible.

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Computer representation of surfaces in the context of Hidden-line removal

In 3D computer graphics, solid objects are usually modeled by polyhedra. A face of a polyhedron is a planar polygon bounded by straight line segments, called edges. Curved surfaces are usually approximated by a polygon mesh. Computer programs for line drawings of opaque objects must be able to decide which edges or which parts of the edges are hidden by an object itself or by other objects, so that those edges can be clipped during rendering. This problem is known as hidden-line removal.

The first known solution to the hidden-line problem was devised by L. G. Roberts in 1963. However, it severely restricts the model: it requires that all objects be convex. Ruth A. Weiss of Bell Labs documented her 1964 solution to this problem in a 1965 paper.In 1966 Ivan E. Sutherland listed 10 unsolved problems in computer graphics. Problem number seven was "hidden-line removal". In terms of computational complexity, this problem was solved by Frank Devai in 1986.

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Computer representation of surfaces in the context of Volumetric mesh

In 3D computer graphics and modeling, a volumetric mesh is a polyhedral representation of the interior region of an object. It is unlike polygon meshes, which represent only the surface as polygons.

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