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Object Intersection

CSE 681 Object Representation

Implicit forms F(x,y,z) = 0 ttitesting

Explicit forms Analytic form x = F(y,z) generating

Parametric form (x,y,z) = P(t)

CSE 681 Ray-Object Intersection

Implicit forms F(x,y,z) = 0

Ray: P(t) = (x,y,z) = source + t*direction = s + t*v

Solve for t: F(P(t)) = 0

CSE 681 Ray-Sphere Intersection

Implicit form for sphere at origin of radius 1 F(x, y, z) = x2 + y 2 + z 2 −1 = 0

Ray: P(t) = (x, y, z) = s + tv = (sx + tvx , sy + tvy , sz + tvz )

Solve: … 2 2 2 F(P(t)) = (sx + tvx ) + (sy + tvy ) + (sz + tvz ) −1 = 0 2 2 2 2 2 2 2 = sx + sy + sz + 2t(sxvx + syvy + szvz ) + t (vx + vy + vz ) −1 = 0

Use quadratic equation…

CSE 681 Ray-Sphere Intersection

At2 + Bt + C = 0 A = |v|2 B=2sB = 2s· v C = |s|2 -1

− B ± B2 − 4AC t = 2A

B2-4AC < 0 => no intersection = 0 => just grazes > 0 => t wo hit s

CSE 681 Axis-Aligned Cuboid (rectangular solid, rectangular parallelpiped) RtiRay equation P(t) = s + tv Planar equations

Solve for intersections with planes Y = y2

tx1 = (x1 - sx)/vx Z = z2 t = (x2 - s )/v X = x1 X = x2 x2 x x Z = z1 ty1 = (y1 - sx)/vx Y = y1 …

CSE 681 For each iiintersection, note whether entering or leavinggq square side of plane: HOW?

Ray 2 Ray is inside after last entering and Ray 1 before first exiting

CSE 681 Ray-Plane for arbitraryyp plane Generalize from axis-aligned planes to any plane:

V V2 ax + by + cz + d = 0 1

n ·P = -d

d -n V4

V3

CSE 681 Normal Vector

Given ordered sequence of points defining a polygon how do you find a normal vector for the plane?

Note: 2 normal vectors to a plane, colinear and one is the negation of the other

Ordered: e.g., clockwise when viewed from the front of the

Riggpht hand v. left hand space

CSE 681 Normal Vector V1 V2

V3 n = (V1 -V2) x (V3 -V2)

V5 V4 V2

V1 V1 V3 V2 V3

V5 V 4 V5

CSE 681 V4 Normal Vector V1 V2 mx = Σ(yi -ynext(i)) (zi -znext(i)) V3 my = Σ(zi -znext(i))() (xi -xnext(i)) mz = Σ(xi -xnext(i)) (yi -ynext(i)) V5 V4 V2

V1 V1 V3 V2 V3

V5 V 4 V5

CSE 681 V4 Ray-Plane

Ax + by + cz + d = 0 n ·P = -d

P = s + t*v n· (s+t*v) = -d n·s + t*(n·v) = -d t = -(d + n·s)/(n·v)

CSE 681 Ray-

Polyhedron - bounded by flat faces Each face is defined by a ring of edges Each edge is shared by 2 and only 2 faces

The pol yhedron can be con ve x or conca ve

Faces can be convex or concave

CSE 681 Polyhedron Classification

Polyhedron

Convex Polyhedron Concave Polyhedron

Only One or more Only One or more Convex Concave Convex Concave Polygons Polygons Polygons Polygons

titriangul ltdated quads midixed titriangul ltdated quads midixed

CSE 681 Solid Modeling

Modeling of three-dimensional solids

Physically realizable objects

No infinitelyy, thin sheets, no lines

Interior of object should ‘hold water’ - Define a closed volume http://www.gvu.gatech.edu/~jarek/papers/SolidModelingWebster.pdf

CSE 681 Polygonal Solid Models

Vertices of a face have a consistent ordering (e.g. clockwise) when viewed from the outside side of the face

Each edge of a face is shared by one and only one other face Each edge appears oriented one way in one face and the other way in the other face

EULER’S FORMULA F – E + V = 2 F – E + V = 2 – 2P

CSE 681 Convex Polyhedron volume bounded by finite number of infinite planes

Computing intersections is similar to but using ray-plane intersection and arbitrary number of planes

n· P= -d Use n· v to determine P(t)=s+t*vP(t) = s + t*v Entering/exiting status

n· (s+t*)*v) = -d n·s + t*(n·v) = -d t = -(d + n·s)/(n·v)

CSE 681 Convex Polyhedron

Intersection going from outside to inside Intersection going from inside to outside

Record maximum entering intersection - enterMax Record minimum exiting intersection - exitMin If (enterMax < exitMin) polyhedron is intersected

CSE 681 Concave Polyhedron

Find closest face (if any) intersected by ray

Need ray -face ( ray -polygo n) inte rsect io n test

CSE 681 Ray-Convex Polygon E

Test to see if is on n ‘inside’ side of each edge n·(VxE) > 0 V VxE Dot product of normal Cross product of ordered edge vector from edge source to point of intersection

CSE 681 Ray-Concave Polyhedron

1. Intersect ray with plane

2. Determine if intersection point is inside of 2D polygon

A) Convex polygon

B) Concave polygon

CSE 681 Ray-concave polygon Project plane and point of intersection to 2D plane 2D point-inside-a-polygon test N (lbdf(can also be used for convex pol ygons)

A PjProject to pl ane of f2 2 B smallest coordinates of normal vector

Form semi-infinite ray A’ and count ray-edge intersections B’

CSE 681 2D Point Inside a Convex Polygon p Semi-infinite ray test

(py < p1y )&&(py > p2y )|| (py > p1y )&&(py < p1y ) px < p1x + ( p2x − p1x )(py − p1y ) /(p2y − p1y )

Test to see if point is on ‘inside’ side of each edge p2 p Need to know order (CW or CCW) of 2D vertices p11

(px − p1x )(p2 y − p1y )− (py − p1y )(p2x − p1x )

CSE 681 2D point inside a polygon test

CSE 681 Special Cases Logically move ray up epsilon

N N

Y Y

CSE 681 2D point inside a polygon test

y

if (((y < y2 ) & &(y >= y1)) || ((y < y1) & &(y >= y2 )))

CSE 681 Transformeds o ed objecobjects s

e.g., Ellipse is transformed sphere

Objjpect space WldWorld space

Intersect rayjy with transformed object

Use inverse of object transformation to transform ray Intersect transformed rayyj with untransformed object

CSE 681 Transformed objects

r(t) = s + tv World space ray

s = [sx , sy , sz ,1]

v = [vx ,vy ,vz ,0]

M Object to world transform matrix

R(t)T = M −1sT + M −1vT Object space ray Intersect ray with object in object space

P T = MP T Transform intersection point and world object normal back to world space T −1 T T Nworld = (M ) Nobject

CSE 681 Ray-Cylinder

Q=sQ = s2 +t+ t2*v2

r P = s1 + t1*v1

At closest points

r (P(t1) − Q(t2 ))⋅v1 = 0

(P(t1) − Q(t2 ))⋅v2 = 0

CSE 681 Ray-Cylinder

(P(t1) − Q(t2 ))⋅v1 = 0

(P(t1) − Q(t2 ))⋅v2 = 0

(s1 + t1v1 − (s2 + t2v2 ))⋅v1 = 0

(s1 + t1v1 − (s2 + t2v2 ))⋅v2 = 0

CSE 681 Ray-Ellipsoid

GiGeometric constructi illon: all points p such that a b |p-a|||p + |p-b| = r d1 d2

Algebraic equation – axis aligned , origin centered

2 2 2 ⎛ x ⎞ ⎛ y ⎞ ⎛ z ⎞ ⎜ ⎟ + ⎜ ⎟ + ⎜ ⎟ =1 ⎝ a ⎠ ⎝ b ⎠ ⎝ c ⎠

CSE 681 Ray-Quadidric

P(t) = (x, y, z) = s + tv = (sx + tvx , sy + tvy , sz + tvz )

Ax2 + By 2 + Cz 2 + Dxy + Exz + Fyz + Gx + Hy + Iz + J = 0

http://en.wikipedia.org/wiki/Quadric

CSE 681