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Important Terms in 3D Modelling


  • Control points (or control vertices) - These are points in 3D space that control the shape of the curve or surface they are attached to. To put it another way, they control how the curve is "pulled" from a straight line drawn between edit points. The number of control vertices in each span depends on the degree of the curve, so if you are constructing a curve from the control points, several points must be placed to construct the initial segment of the curve.

  • Edit points (also called knots) - These lie on a curve and mark the connection points between spans. When constructing a curve with edit points, you need only two points to create the initial curve segment, regardless of the degree of the curve.

  • Metaballs - These are objects (e.g., balls, cubes, cylinders, etc.) that have either attractive or repulsive forces attached to them. When two positive metaballs come within a certain distance of each other, they attract and stretch their surfaces towards each other. Negative metaballs do the opposite, radiating a field of repulsion that either pushes or erodes away the surface of positive metaballs.

  • Mesh - A grid-like polygonal subdivision of the surface of a geometric model.

  • NURBS curve - A type of spline that can be cut or joined at any point, since each point can be calculated and located individually. Similarly, NURBS surfaces can be attached to other NURBS surfaces with different numbers of spans or isoparms. NURBS is an acronym for Non-Uniform Rational B-Splines.

  • Polygon - In the context of 3D modelling, a polygon is a multi-sided object composed of edges, vertices, and faces. An edge is a line segment that forms one side of a polygon. A vertex is a point at which two edges meet. A face is the area enclosed by several edges.

    The most basic polygon is a triangular face. Since the three points of a triangle must always be on the same plane, we can say that all triangular faces are planar. Other polygons (e.g. quadrangular polygons, or "quads") may or may not be planar. Polygon faces can share vertices and edges with other polygons, or can have unshared edges known as borders while still being part of the same polygon surface.

    A polygon shell is a group of connected faces with some edges open as border edges. In a polygon solid, there are no open borders, and the connected faces form an enclosed volume.

  • Span -- The area between two consecutive edit points.

  • Spline - A spline is a curve in 3D space defined by control points. Splines can be cut or joined at their edit points. Some common types of splines include BÉZIER, B-SPLINE, and NURBS.

  • Solid - In the context of 3D modelling, a solid is a 3D object that has an unambiguously defined inside and outside.

  • Surfaces - Like curves, surfaces are made up of spans, or rather they extend over a given number of span areas. Whereas a curve is a function of one variable, U, a surface is a function of two variables, U and V. Most of the methods for manipulating surfaces are direct extensions of those used for working on curves. Note that a patch is a surface segment, an area of the surface covered by one UV span. The lines separating patches are called isoparms.

  • Subdivision surface - A surface that results from repeatedly refining a polygonal mesh to create a finer and finer mesh. A subdivision step refines a submesh into a supermesh by inserting more vertices. The positions of the vertices of the supermesh are computed from the positions of the vertices of the submesh, based on a certain subdivision scheme (note that there are several subdivision surface algorithms).

    Subdivision surfaces can exist on an arbitrary topology, and look smooth and continuous. They enable the creation of a hierarchy of many levels of detail, allowing highly detailed modelling in isolated areas and binding at the base levels.

Questions, comments, and suggestions should be directed to research.support@ualberta.ca.


Revised: August 23, 2006

 
 
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