3D Object Representation Techniques
3D Object Representation Techniques
Polygon Surfaces
Objects are represented as a collection of surfaces. 3D object representation is divided into two
categories.
The most commonly used boundary representation for a 3D graphics object is a set of surface
polygons that enclose the object interior. Many graphics system use this method. Set of polygons
are stored for object description. This simplifies and speeds up the surface rendering and display
of object since all surfaces can be described with linear equations.
The polygon surfaces are common in design and solid-modeling applications, since
their wireframe display can be done quickly to give general indication of surface structure.
Then realistic scenes are produced by interpolating shading patterns across polygon surface to
illuminate.
Polygon Tables
In this method, the surface is specified by the set of vertex coordinates and associated attributes.
As shown in the following figure, there are five vertices, from v1 to v5.
Each vertex stores x, y, and z coordinate information which is represented in the table as v 1: x1,
y1, z1
The Edge table is used to store the edge information of polygon. In the following figure, edge
E1 lies between vertex v1 and v2 which is represented in the table as E1: v1, v2.
Polygon surface table stores the number of surfaces present in the polygon. From the following
figure, surface S1 is covered by edges E1, E2 and E3 which can be represented in the polygon
surface table as S1: E1, E2 and E3
Plane Equations
Ax + By + Cz + D = 0
Where (x, y, z) is any point on the plane, and the coefficients A, B, C, and D are constants
describing the spatial properties of the plane. We can obtain the values of A, B, C, and D by
solving a set of three plane equations using the coordinate values for three non collinear points in
the plane. Let us assume that three vertices of the plane are (x1, y1, z1), (x2, y2, z2) and (x3, y3, z3).
Let us solve the following simultaneous equations for ratios A/D, B/D, and C/D. You get the
values of A, B, C, and D.
(A/D) x1 + (B/D) y1 + (C/D) z1 = -1
(A/D) x2 + (B/D) y2 + (C/D) z2 = -1
(A/D) x3 + (B/D) y3 + (C/D) z3 = -1
To obtain the above equations in determinant form, apply Cramers rule to the above equations.
A Hermite curve is a type of parametric cubic curve widely used in computer graphics,
animation, geometric modeling, and CAD systems to smoothly interpolate between two given
points.
Unlike Bézier or B-spline curves, Hermite curves are defined not only by their endpoints but
also by the tangents (slopes) at those points, giving precise control over the curve’s shape.
Characteristics
Property Description
Local control Changing one tangent affects only the nearby region of the curve.
Applications
Animation paths: Smooth transitions between keyframes.
Camera movement: Smooth camera trajectories in games or films.
Geometric modeling: Designing surfaces and smooth shapes.
Interpolation: Smoothly interpolate data points or positions.
Advantages
Hermite curves are easily calculatable.
They are used to smoothly interpolate through control points.
Understanding the mathematical background of Hermite curves will help us to
understand the entire family of splines.
Disadvantages
First-order derivatives are required; it is not suitable for a designer to provide first-order
derivatives.
There is no local control support.
The order of the curve is constant in spite of the number of data points.
Bezier curve
Bezier curves are parametric curves that can be fitted to any number of control points. These
control points are used to shape the curve and determine its degree. The degree of a Bezier curve
is always one less than the number of control points.
For example, if there are three control points, the Bezier curve will be of degree two; if there are
four control points, the curve will be of degree three, and so on.
The quadratic (degree 2) Bezier curve is like with three control points −
Example
The Bezier curve equation is defined using a blending function. This blending function helps
combine the control points to form the curve. A Bezier curve can be represented as −
So we will calculate curve x and y pixel by incrementing value of u by 0.0001.
1. They always pass through the first and last control points.
2. They are contained in the convex hull of their defining control points.
3. The degree of the polynomial defining the curve segment is one less than the number of
defining polygon point. Therefore, for 4 control points, the degree of the polynomial is 3, i.e.
cubic polynomial.
4. A Bezier curve generally follows the shape of the defining polygon
5. The direction of the tangent vector at the endpoints is the same as that of the vector
determined by the first and last segments.
6. Bezier curves exhibit global control means moving a control point alters the shape of the
whole curve
On changing any one of the control points relative position the whole curve shape get changes:
c) One more problem with Bezier is that its blending function never gets zero for any
parameter irrespective of the degree of the curve.
B-Spline Curve
A B-Spline curve, short for Basis Spline, is a smooth curve defined by a set of control points.
The curve does not necessarily pass through these control points but is influenced by their
positions. This allows for more control and flexibility when designing curves in computer
graphics.
Concept of B-spline curve came to resolve the disadvantages having by Bezier curve, as we all
know that both curves are parametric in nature. In Bezier curve we face a problem, when we
change any of the control point respective location the whole curve shape gets change. But here
in B-spline curve, the only a specific segment of the curve-shape gets changes or affected by the
changing of the corresponding location of the control points.
In the B-spline curve, the control points impart local control over the curve-shape rather than the
global control like Bezier-curve.
You can see in the above figure that only the segment-1st shape as we have only changed the
control point P1, and the shape of segment-2nd remains intact.
B-spline Curve :
As we see above that the B-splines curves are independent of the number of control points and
made up of joining the several segments smoothly, where each segment shape is decided by
some specific control points that come in that region of segment. Consider a curve given below -
S0 P0,P1,P2,P3 0≤t≤2
S1 P1,P2,P3,P4 2≤t≤3
S2 P2,P3,P4,P5 3≤t≤4
S3 P3,P4,P5,P6 4≤t≤5
S4 P4,P5,P6,P7 5≤t≤6
Spline, B-Spline and Bezier Curves are all methods used for creating smooth curves in computer
graphics, geometry, and data fitting, but they differ in terms of construction, flexibility, and
control over the shape of the curve.
Key differences between them are:
Feature Spline B-Spline Bezier Curves
A generalization of
A piecewise polynomial A parametric curve
Bezier curves with
curve used to interpolate defined by control
local control over
or approximate points points
Definition segments
Fixed degree,
Degree increases with
Varies depending on the independent of the
the number of control
polynomial used number of control
points
Degree points
Continuity between
Ensures smooth Entire curve is a single
segments, with control
transitions between polynomial with G¹
over degree of
segments (C² continuity) continuity
Continuity smoothness
Represented as a
Represented using a
weighted sum of
Represented by a series combination of basis
control points
of polynomial functions functions and control
Curve (Bernstein
points
Representation polynomials)
Bezier Surfaces
Just as Bezier curves are used to create smooth lines, Bezier surfaces are used to create smooth
surfaces in 3D graphics. A Bezier surface is defined by a grid of control points, and the surface is
shaped according to these points. Bezier surfaces are widely used in 3D modelling and CAD
software to create smooth, organic shapes.
P(u,v)=∑i=0n∑j=0mpi,jBEZi,n(u)BEZj,m(v),0≤u,v≤1
Where,
Bezier surfaces are especially useful for designing complex shapes like car bodies, furniture, and
other objects that require smooth, flowing surfaces.
B-Spline Surfaces
B-Spline surfaces are an extension of B-Spline curves into three dimensions. A B-Spline surface
is defined by a grid of control points, and the surface is influenced by these points.
Like B-Spline curves, B-Spline surfaces offer local control and flexibility in design. They are
widely used in 3D modeling applications, especially for creating smooth and complex surfaces
such as car bodies, furniture, and other objects that require precise control.
P(u,v)=∑i=0n∑j=0mpi,jBi,p(u)Bj,q(v)
Here Bi,p(u) and Bj,q(v) are B-spline basis functions of degree p and q, respectively.
Properties of B-Spline Surfaces
Local Control − Similar to the curve, B-Spline surfaces offer local control. You can modify part
of the surface without affecting the entire shape.
Tight Fit to Control Points − The surface lies within the convex hull of the control points,
following their general shape.
Flexible Design − B-Spline surfaces can be created with any number of control points and offer
more flexibility than other surface representation methods.
Definition:
Polygon rendering is the process of determining the color and intensity of each pixel on the
surface of a polygon in a 3D space to create a 2D image. It involves applying various shading
models, such as constant intensity shading, Gouraud shading, and Phong shading, to produce a
realistic representation of a three-dimensional object on a two-dimensional screen. The goal is to
simulate the appearance of real-world objects by accurately representing the way they reflect
light and cast shadows.
Rendering means:
Converting a geometric model (made up of vertices, edges, and faces) into a 2D image with
visual properties like brightness, color, and texture.
Polygon rendering methods mainly deal with steps 5 and 6, where the polygon is shaded and
colored to appear realistic.
The color is calculated using the polygon’s surface normal and lighting.
Algorithm:
Advantages:
Disadvantages:
Algorithm:
Advantages:
Disadvantages:
Algorithm:
Advantages:
Disadvantages:
1. Texture Mapping:
Applies an image (texture) onto the polygon surface to add details.
2. Bump Mapping:
Adds small-scale surface irregularities without increasing polygon count.
3. Environment Mapping:
Simulates reflection of the surrounding environment on shiny objects.
Gouraud shading → Each face blends colors at corners, giving a soft look.
Phong shading → Light reflects smoothly across faces; highlights look natural.
5. Applications
│
┌───────────────┴───────────────┐
│ │
│ │
┌────┼─────┬────┐ ┌────┼────┐
└────┴─────┴────┘ └────┴────┘
In summary:
Polygon rendering methods are essential for converting geometric data into visually appealing
images. Choosing the right method depends on the balance between realism and performance.
It is a simple method of polygon rendering. It is also called Flat shading. In this method every
point has constant intensity. All point of polygon has same intensity value. It is fast rendering
method. It is useful for displaying simple curved surface appearances.
Gouraud Shading
It is developed by Gouraud. This rendering is done by intensity interpolation. At each point the
intensity value is calculated. It interpolates linearly in the surface of the polygon. It eliminates
intensity discontinuity. It has match bands.
Phong Shading
It is more accurate method of polygon rendering. At each point of the surface, it interpolates the
normal vector and applies the illumination model. It is also called as normal vector interpolation
shading. It gives more real highlights of the surface. It reduces match bands.
Comparision of various Polygon-Rendering Methods
Unrealistic
Also known as flat shading.
Fast rendering method, appearance, no
Constant Every point on the polygon
useful for displaying consideration for
Intensity has the same constant
simple curved surface surface smoothness or
Shading intensity value, resulting in
appearances. reflection.
a uniform appearance.
How colors are represented (using parameters like red, green, blue, hue, saturation,
etc.)
Different devices (monitors, printers, cameras) use different color models because color
generation methods differ — light emission for screens, pigment reflection for print, etc.
We must convert colors between systems (e.g., RGB → CMYK for printing).
Additive Models Devices that emit light (Monitors, TVs, Projectors) RGB
Subtractive Models Devices that absorb/reflect light (Printers, Paints) CMY, CMYK
Other models (like HSV, HSL, YIQ, YCbCr) are derived or perceptual models used for
human-friendly manipulation or transmission.
1. RGB Color Model (Additive Model)
Concept:
o R = Red
o G = Green
o B = Blue
When combined:
Applications:
Computer monitors
Televisions
Digital cameras
Concept:
Used in printing and painting, where colors are formed by subtracting light
(absorbing wavelengths).
o C = Cyan
o M = Magenta
o Y = Yellow
Applications:
Color printing
Packaging industry
Breakdown:
Model Used In Components Description
Applications:
🧠 Summary Table
Monitors,
RGB Additive R, G, B Device-dependent
Cameras
Complementary to
CMY/CMYK Subtractive C, M, Y, (K) Printing
RGB
Color pickers,
HSV Perceptual H, S, V User-friendly
Vision
Perceptual
CIE XYZ X, Y, Z Color science Device-independent
Standard
Conclusion
Colour Applications
Colour is one of the most important aspects of computer graphics because it directly affects
realism, perception, aesthetics, and usability. Different applications of colour in graphics
involve:
Purpose: Colours are used in GUI (Graphical User Interfaces) for buttons, menus, and
icons.
Applications:
o Highlighting selected items.
o Differentiating between active/inactive windows.
o Using standard colours for warnings (red for errors, green for success).
Example: Windows OS, mobile app interfaces, websites.
Purpose: Colour models (RGB, CMY, HSV, etc.) are used in image editing and
manipulation.
Applications:
o Colour correction in photography.
o Filtering and enhancement (brightness, contrast, saturation).
o Colour segmentation for object detection.
Example: Photoshop, GIMP, AI-based image enhancement.
6. Medical Imaging
Purpose: Engineers, architects, and designers use colour to represent materials and
layers.
Applications:
o Differentiating parts of machinery.
o Shading models to visualize light and shadow effects.
o Applying textures with realistic colours.
Example: AutoCAD, SolidWorks.
Purpose: Colour plays a critical role in aesthetics, mood, and gameplay mechanics.
Applications:
o Backgrounds and environments.
o Health bars (green → safe, red → danger).
o Colour-coded power-ups or difficulty levels.
Example: Call of Duty, PUBG, Mario games.