Stefanie Hahmann (INPG, Grenoble)
The recent ability to measure quickly and inexpensively dense
sets of points on physical objects has deeply influenced the
way engineers represent shapes in CAD systems, animation
software or in the game industry. Many researchers advocated
to completely bypass smooth surface representations, and to
stick to a dense mesh model throughout the design process. Yet
smooth analytic representations are still required in standard
CAD systems and animation software, for reasons of compactness,
control, appearance and manufacturability.
While classical NURBS surfaces are not well suited to represent
arbitrary topologies, and subdivisions surface don’t provide
explicit parameterizations, G1 continuous Bézier surfaces can
be an interesting alternative for constructing smooth surfaces
on triangular or quad meshes of arbitrary topological type.
In this talk we will first introduce the concept of G1
continuity for polynomial patches followed by an overview
of the most relevant G1 surface models. We then give
detailed insight in some selected surface constructions.
Applications to fitting dense triangle meshes and to
hierarchical spline modeling will close the talk.