我过早地发布了代码高尔夫挑战,使用Utah Teapot(this dataset)绘制just the teapot。 (Revised and Posted teapot challenge)但是当我深入研究数据以便举出一些例子时,我意识到我不知道这些数据是怎么回事。我对2D中的Bezier曲线有很好的理解,实现了deCasteljau。但对于3D它的工作方式是否相同?
是的!它确实!
数据包含每个包含16个顶点的补丁。这些是如何布局的标准顺序?如果它们对应于2D曲线,则四个角点实际上触及表面,其余12个是控件,对吧?
是的!
我的“原始计划”是将形状简化为矩形,将它们投影到画布上,并绘制灰色的填充形状,这些形状是通过与光矢量垂直的贴片的点积的大小来计算的。如果我将它简化到那么远,它甚至会看起来像茶壶吗?是否必须使用光线追踪来获得可识别的图像?
这是主观的。 : - (
虽然这可能看起来像几个问题,但它们都是这个问题的所有方面:“请,好吧Guru,在一些Bezier补丁上学习我?我需要知道什么来画茶壶?”
这是我到目前为止编写的代码。 (使用此矩阵库:mat.ps)
%!
%%BoundingBox: 115 243 493 487
%-115 -243 translate
(mat.ps)run %include matrix library
/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
%vert == patch == %test data input
/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
/makerot {
Theta 0 get roty % pan
Theta 1 get rotx matmul % tilt
Theta 2 get rotz matmul % twist
} def
/proj {
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
/R 20 def
/H -3 def
/ang 0 def
{
300 700 translate
1 70 dup dup scale div setlinewidth
/Cam [ ang sin R mul H ang cos R mul ] def % camera revolves around Y axis at height H, dist R
/Theta [ ang H R atan 0 ] def % rotate camera back to origin
/Rot makerot def % squash rotation sequence into a matrix
patch {
% Four corners
%[ exch dup 0 get exch dup 3 get exch dup 12 get exch 15 get ]
% Boundary curves
[ exch
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 ]
{ 1 sub vert exch get proj } forall
moveto
curveto curveto curveto curveto
stroke
%flushpage flush (%lineedit)(r)file pop
} forall
pstack
showpage
%exit
/ang ang 10 add def
} loop
这是original Newell Teapot dataset。
这是我非常糟糕的形象:
更新:错误修正。也许他们毕竟是'正常'。选择正确的角至少会形成对称的形状:
更新:边界曲线看起来更好。
答案 0 :(得分:6)
Bi-Cubic Bezier曲面贴片是一个4x4的3D点阵列。是的,四个角落接触表面;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位数,并且在3D中与2D中一样有意义。
完成上述代码的下一步是细分补丁以覆盖较小的部分。然后上面的简单边界曲线提取变为一个合适的多边形网格。
首先展平补丁,直接插入顶点数据,而不是使用单独的缓存。此代码遍历补丁,查找顶点数组中的点并构造一个新的补丁数组,然后使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,并对向量的相应元素应用二元运算,并生成一个新向量作为结果。
/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
然后将一些堆栈操作应用于补丁的每一行,并将结果组合成2个新补丁。
/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
丑陋的实用程序允许我们重用列的行代码。编写此过程需要堆栈注释,因此可能需要读取它。 n j roll
滚动n个元素(向左),j次; ==第n个元素上方的前j个元素(从1开始计算)。所以n稳定下降,选择 where 来放置元素,j选择放在那里的元素(用它拖动其他所有元素)。如果应用bind
,则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
然后将这些功能应用于补丁数据。再次,每次重新定义补丁。
/patch[ patch{ splitrows }forall ]def
/patch[ patch{ splitrows }forall ]def
/patch[ patch{ splitcols }forall ]def
/patch[ patch{ splitcols }forall ]def
这使得能够处理较小的碎片
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:测试是倒退的。
更新:测试无用!您可以从图像中看到底部部件没有朝外,当然,背面剔除不会阻止手柄通过底部显示。这需要隐藏表面去除。由于Postscript不支持Z缓冲区,我想它必须是一个二进制空间分区。所以它又回到了我的书中。
更新:添加模型 - >世界变换以使事物直立。
/Model -90 rotx def % model->world transform
/proj {
Model matmul 0 get % perform model->world transform
Cam {sub} vop % translate to camera coords
...
制作本。
到目前为止完成程序。 (使用矩阵库:mat.ps。)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
答案 1 :(得分:0)
基于对math.StackExchange的帮助,我被引导到了一个子目标,即用矩阵库补充计算行列式的函数。
所以,这段代码通过了一些笨拙的初始测试,但它是该死的丑陋,我必须承认:
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>
更新。更具可读性。
更新。使用点和交叉更具可读性。再次感谢,MvG。
(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