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Non-uniform rational B-spline

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Non-uniform rational basis spline ( NURBS ) is a mathematical model using basis splines (B-splines) that is commonly used in computer graphics for representing curves and surfaces . It offers great flexibility and precision for handling both analytic (defined by common mathematical formulae ) and modeled shapes . It is a type of curve modeling , as opposed to polygonal modeling or digital sculpting . NURBS curves are commonly used in computer-aided design (CAD), manufacturing (CAM), and engineering (CAE). They are part of numerous industry-wide standards, such as IGES , STEP , ACIS , and PHIGS . Tools for creating and editing NURBS surfaces are found in various 3D graphics , rendering , and animation software packages.

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103-431: They can be efficiently handled by computer programs yet allow for easy human interaction. NURBS surfaces are functions of two parameters mapping to a surface in three-dimensional space . The shape of the surface is determined by control points . In a compact form, NURBS surfaces can represent simple geometrical shapes . For complex organic shapes, T-splines and subdivision surfaces are more suitable because they halve

206-425: A scalar function of the parameter. These are typically used in image processing programs to tune the brightness and color curves. Three-dimensional control points are used abundantly in 3D modeling, where they are used in the everyday meaning of the word 'point', a location in 3D space. Multi-dimensional points might be used to control sets of time-driven values, e.g. the different positional and rotational settings of

309-410: A NURBS object. For instance, if some curve is defined using a certain degree and N control points, the same curve can be expressed using the same degree and N+1 control points. In the process a number of control points change position and a knot is inserted in the knot vector. These manipulations are used extensively during interactive design. When adding a control point, the shape of the curve should stay

412-401: A circle exactly, but it is not exactly parametrized in the circle's arc length. This means, for example, that the point at t {\displaystyle t} does not lie at ( sin ⁡ ( t ) , cos ⁡ ( t ) ) {\displaystyle (\sin(t),\cos(t))} (except for the start, middle and end point of each quarter circle, since

515-775: A circle, but they cannot represent it exactly. Rational splines can represent any conic section—including the circle—exactly. This representation is not unique, but one possibility appears below: The order is three, since a circle is a quadratic curve and the spline's order is one more than the degree of its piecewise polynomial segments. The knot vector is { 0 , 0 , 0 , π / 2 , π / 2 , π , π , 3 π / 2 , 3 π / 2 , 2 π , 2 π , 2 π } {\displaystyle \{0,0,0,\pi /2,\pi /2,\pi ,\pi ,3\pi /2,3\pi /2,2\pi ,2\pi ,2\pi \}\,} . The circle

618-400: A control point. The values of the knots control the mapping between the input parameter and the corresponding NURBS value. For example, if a NURBS describes a path through space over time, the knots control the time that the function proceeds past the control points. For the purposes of representing shapes, however, only the ratios of the difference between the knot values matter; in that case,

721-401: A lesser hit to frame render times. Ray tracing is capable of simulating a variety of optical effects, such as reflection , refraction , soft shadows , scattering , depth of field , motion blur , caustics , ambient occlusion and dispersion phenomena (such as chromatic aberration ). It can also be used to trace the path of sound waves in a similar fashion to light waves, making it

824-432: A light source emits a ray of light which travels, eventually, to a surface that interrupts its progress. One can think of this "ray" as a stream of photons traveling along the same path. In a perfect vacuum this ray will be a straight line (ignoring relativistic effects ). Any combination of four things might happen with this light ray: absorption , reflection , refraction and fluorescence . A surface may absorb part of

927-428: A matter of surface visibility determination to being a matter of light transport. His paper inspired a series of subsequent work by others that included distribution ray tracing and finally unbiased path tracing , which provides the rendering equation framework that has allowed computer generated imagery to be faithful to reality. For decades, global illumination in major films using computer-generated imagery

1030-485: A new knot span, a new control point becomes active, while an old control point is discarded. It follows that the values in the knot vector should be in nondecreasing order, so (0, 0, 1, 2, 3, 3) is valid while (0, 0, 2, 1, 3, 3) is not. Consecutive knots can have the same value. This then defines a knot span of zero length, which implies that two control points are activated at the same time (and of course two control points become deactivated). This has impact on continuity of

1133-631: A number of reasons: Here, NURBS is mostly discussed in one dimension (curves); it can be generalized to two (surfaces) or even more dimensions. The order of a NURBS curve defines the number of nearby control points that influence any given point on the curve. The curve is represented mathematically by a polynomial of degree one less than the order of the curve. Hence, second-order curves (which are represented by linear polynomials) are called linear curves, third-order curves are called quadratic curves, and fourth-order curves are called cubic curves. The number of control points must be greater than or equal to

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1236-480: A particular degree can always be represented by a NURBS curve of higher degree. This is frequently used when combining separate NURBS curves, e.g., when creating a NURBS surface interpolating between a set of NURBS curves or when unifying adjacent curves. In the process, the different curves should be brought to the same degree, usually the maximum degree of the set of curves. The process is known as degree elevation . The most important property in differential geometry

1339-441: A path from an imaginary eye through each pixel in a virtual screen, and calculating the color of the object visible through it. Scenes in ray tracing are described mathematically by a programmer or by a visual artist (normally using intermediary tools). Scenes may also incorporate data from images and models captured by means such as digital photography. Typically, each ray must be tested for intersection with some subset of all

1442-422: A pixel and into the scene, where it hits a diffuse surface. From that surface the algorithm recursively generates a reflection ray, which is traced through the scene, where it hits another diffuse surface. Finally, another reflection ray is generated and traced through the scene, where it hits the light source and is absorbed. The color of the pixel now depends on the colors of the first and second diffuse surface and

1545-472: A ray could intersect multiple planes in space, but only the surface point closest to the camera was noted as visible. The platform was a DEC PDP-10 , a Tektronix storage-tube display, and a printer which would create an image of the display on rolling thermal paper. Roth extended the framework, introduced the term ray casting in the context of computer graphics and solid modeling , and in 1982 published his work while at GM Research Labs. Turner Whitted

1648-509: A ray, it can be rendered using ray casting. Elaborate objects can be created by using solid modeling techniques and easily rendered. In the method of volume ray casting, each ray is traced so that color and/or density can be sampled along the ray and then be combined into a final pixel color. This is often used when objects cannot be easily represented by explicit surfaces (such as triangles), for example when rendering clouds or 3D medical scans. In SDF ray marching, or sphere tracing, each ray

1751-425: A robot arm. NURBS surfaces are just an application of this. Each control 'point' is actually a full vector of control points, defining a curve. These curves share their degree and the number of control points, and span one dimension of the parameter space. By interpolating these control vectors over the other dimension of the parameter space, a continuous set of curves is obtained, defining the surface. The knot vector

1854-459: A scalar weight for each control point. This allows for more control over the shape of the curve without unduly raising the number of control points. In particular, it adds conic sections like circles and ellipses to the set of curves that can be represented exactly. The term rational in NURBS refers to these weights. The control points can have any dimensionality . One-dimensional points just define

1957-759: A special case/subset of rational B-splines, where each control point is a regular non-homogenous coordinate [no 'w'] rather than a homogeneous coordinate . That is equivalent to having weight "1" at each control point; Rational B-splines use the 'w' of each control point as a weight .) By using a two-dimensional grid of control points, NURBS surfaces including planar patches and sections of spheres can be created. These are parametrized with two variables (typically called s and t or u and v ). This can be extended to arbitrary dimensions to create NURBS mapping R n → R n {\displaystyle \mathbb {R} ^{n}\to \mathbb {R} ^{n}} . NURBS curves and surfaces are useful for

2060-437: A surface may absorb some portion of the light and fluorescently re-emit the light at a longer wavelength color in a random direction, though this is rare enough that it can be discounted from most rendering applications. Between absorption, reflection, refraction and fluorescence, all of the incoming light must be accounted for, and no more. A surface cannot, for instance, reflect 66% of an incoming light ray, and refract 50%, since

2163-499: A viable option for more immersive sound design in video games by rendering realistic reverberation and echoes . In fact, any physical wave or particle phenomenon with approximately linear motion can be simulated with ray tracing . Ray tracing-based rendering techniques that involve sampling light over a domain generate image noise artifacts that can be addressed by tracing a very large number of rays or using denoising techniques. The idea of ray tracing comes from as early as

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2266-442: Is a unit vector ) can be written as where t {\displaystyle t} is its distance between x {\displaystyle \mathbf {x} } and s {\displaystyle \mathbf {s} } . In our problem, we know c {\displaystyle \mathbf {c} } , r {\displaystyle r} , s {\displaystyle \mathbf {s} } (e.g.

2369-440: Is a method which begins with a random search of the path space, and when energetic paths are found, reuses this information by exploring the nearby space of rays. To the right is an image showing a simple example of a path of rays recursively generated from the camera (or eye) to the light source using the above algorithm. A diffuse surface reflects light in all directions. First, a ray is created at an eyepoint and traced through

2472-405: Is a sequence of parameter values that determines where and how the control points affect the NURBS curve. The number of knots is always equal to the number of control points plus curve degree plus one (i.e. number of control points plus curve order). The knot vector divides the parametric space in the intervals mentioned before, usually referred to as knot spans . Each time the parameter value enters

2575-439: Is a technique for modeling light transport for use in a wide variety of rendering algorithms for generating digital images . On a spectrum of computational cost and visual fidelity, ray tracing-based rendering techniques, such as ray casting , recursive ray tracing , distribution ray tracing , photon mapping and path tracing , are generally slower and higher fidelity than scanline rendering methods. Thus, ray tracing

2678-459: Is a triangular function, nonzero over two knot spans rising from zero to one on the first, and falling to zero on the second knot span. Higher order basis functions are non-zero over corresponding more knot spans and have correspondingly higher degree. If u {\displaystyle u} is the parameter, and k i {\displaystyle k_{i}} is the i {\displaystyle i} knot, we can write

2781-411: Is a unit vector allows us this minor simplification: This quadratic equation has solutions The two values of t {\displaystyle t} found by solving this equation are the two ones such that s + t d {\displaystyle \mathbf {s} +t\mathbf {d} } are the points where the ray intersects the sphere. Any value which is negative does not lie on

2884-468: Is clearer to distinguish eye-based versus light-based ray tracing. While the direct illumination is generally best sampled using eye-based ray tracing, certain indirect effects can benefit from rays generated from the lights. Caustics are bright patterns caused by the focusing of light off a wide reflective region onto a narrow area of (near-)diffuse surface. An algorithm that casts rays directly from lights onto reflective objects, tracing their paths to

2987-410: Is composed of four quarter circles, tied together with double knots. Although double knots in a third order NURBS curve would normally result in loss of continuity in the first derivative, the control points are positioned in such a way that the first derivative is continuous. In fact, the curve is infinitely differentiable everywhere, as it must be if it exactly represents a circle. The curve represents

3090-404: Is computed as N i , n = f i , n N i , n − 1 + g i + 1 , n N i + 1 , n − 1 {\displaystyle N_{i,n}=f_{i,n}N_{i,n-1}+g_{i+1,n}N_{i+1,n-1}} f i {\displaystyle f_{i}} rises linearly from zero to one on

3193-469: Is easier to achieve if uniform B-splines are used. The definition of C continuity requires that the n th derivative of adjacent curves/surfaces ( d n C ( u ) / d u n {\displaystyle d^{n}C(u)/du^{n}} ) are equal at a joint. Note that the (partial) derivatives of curves and surfaces are vectors that have a direction and a magnitude; both should be equal. Highlights and reflections can reveal

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3296-401: Is fully evaluated, as the equation conceptually includes every physical effect of light flow. However, this is infeasible given the computing resources required, and the limitations on geometric and material modeling fidelity. Path tracing is an algorithm for evaluating the rendering equation and thus gives a higher fidelity simulations of real-world lighting. The process of shooting rays from

3399-488: Is inspected by checking the quality of reflections of a neon-light ceiling on the car surface. This method is also known as "Zebra analysis". A NURBS curve is defined by its order, a set of weighted control points, and a knot vector. NURBS curves and surfaces are generalizations of both B-splines and Bézier curves and surfaces, the primary difference being the weighting of the control points, which makes NURBS curves rational . ( Non-rational , aka simple , B-splines are

3502-430: Is known as parametric continuity . Parametric continuity of a given degree implies geometric continuity of that degree. First- and second-level parametric continuity (C and C¹) are for practical purposes identical to positional and tangential (G and G¹) continuity. Third-level parametric continuity (C²), however, differs from curvature continuity in that its parameterization is also continuous. In practice, C² continuity

3605-426: Is made that if a surface faces a light, the light will reach that surface and not be blocked or in shadow. The shading of the surface is computed using traditional 3-D computer graphics shading models. One important advantage ray casting offered over older scanline algorithms was its ability to easily deal with non-planar surfaces and solids, such as cones and spheres . If a mathematical surface can be intersected by

3708-412: Is mathematically expressed by the concept of geometric continuity . Higher-level tools exist that benefit from the ability of NURBS to create and establish geometric continuity of different levels: Geometric continuity mainly refers to the shape of the resulting surface; since NURBS surfaces are functions, it is also possible to discuss the derivatives of the surface with respect to the parameters. This

3811-433: Is not always possible while retaining the exact shape of the curve. In practice, a tolerance in the accuracy is used to determine whether a knot can be removed. The process is used to clean up after an interactive session in which control points may have been added manually, or after importing a curve from a different representation, where a straightforward conversion process leads to redundant control points. A NURBS curve of

3914-1253: Is obtained as the tensor product of two NURBS curves, thus using two independent parameters u {\displaystyle u} and v {\displaystyle v} (with indices i {\displaystyle i} and j {\displaystyle j} respectively): S ( u , v ) = ∑ i = 1 k ∑ j = 1 l R i , j ( u , v ) P i , j {\displaystyle S(u,v)=\sum _{i=1}^{k}\sum _{j=1}^{l}R_{i,j}(u,v)\mathbf {P} _{i,j}} with R i , j ( u , v ) = N i , n ( u ) N j , m ( v ) w i , j ∑ p = 1 k ∑ q = 1 l N p , n ( u ) N q , m ( v ) w p , q {\displaystyle R_{i,j}(u,v)={\frac {N_{i,n}(u)N_{j,m}(v)w_{i,j}}{\sum _{p=1}^{k}\sum _{q=1}^{l}N_{p,n}(u)N_{q,m}(v)w_{p,q}}}} as rational basis functions. A number of transformations can be applied to

4017-604: Is only because the knot vector was arbitrarily chosen as multiples of π / 2 {\displaystyle \pi /2} . Parameter Too Many Requests If you report this error to the Wikimedia System Administrators, please include the details below. Request from 172.68.168.132 via cp1112 cp1112, Varnish XID 390953240 Upstream caches: cp1112 int Error: 429, Too Many Requests at Fri, 29 Nov 2024 05:52:33 GMT Ray tracing (graphics) In 3D computer graphics , ray tracing

4120-404: Is performance (though it can in theory be faster than traditional scanline rendering depending on scene complexity vs. number of pixels on-screen). Until the late 2010s, ray tracing in real time was usually considered impossible on consumer hardware for nontrivial tasks. Scanline algorithms and other algorithms use data coherence to share computations between pixels, while ray tracing normally starts

4223-596: Is the curvature κ {\displaystyle \kappa } . It describes the local properties (edges, corners, etc.) and relations between the first and second derivative, and thus, the precise curve shape. Having determined the derivatives it is easy to compute κ = | r ′ ( t ) × r ″ ( t ) | | r ′ ( t ) | 3 {\displaystyle \kappa ={\frac {|r'(t)\times r''(t)|}{|r'(t)|^{3}}}} or approximated as

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4326-633: Is the number of control points P i {\displaystyle \mathbf {P} _{i}} and w i {\displaystyle w_{i}} are the corresponding weights. The denominator is a normalizing factor that evaluates to one if all weights are one. This can be seen from the partition of unity property of the basis functions. It is customary to write this as C ( u ) = ∑ i = 1 k R i , n ( u ) P i {\displaystyle C(u)=\sum _{i=1}^{k}R_{i,n}(u)\mathbf {P} _{i}} in which

4429-488: Is to presuppose that a given ray intersects the view frame. After either a maximum number of reflections or a ray traveling a certain distance without intersection, the ray ceases to travel and the pixel's value is updated. On input we have (in calculation we use vector normalization and cross product ): [REDACTED] The idea is to find the position of each viewport pixel center P i j {\displaystyle P_{ij}} which allows us to find

4532-402: Is to trace rays from the eye, one per pixel, and find the closest object blocking the path of that ray. Think of an image as a screen-door, with each square in the screen being a pixel. This is then the object the eye sees through that pixel. Using the material properties and the effect of the lights in the scene, this algorithm can determine the shading of this object. The simplifying assumption

4635-475: Is traced in multiple steps to approximate an intersection point between the ray and a surface defined by a signed distance function (SDF). The SDF is evaluated for each iteration in order to be able take as large steps as possible without missing any part of the surface. A threshold is used to cancel further iteration when a point is reached that is close enough to the surface. This method is often used for 3-D fractal rendering. Earlier algorithms traced rays from

4738-407: The freeform curve of a ship's bow, could not be drawn with these tools. Although such curves could be drawn freehand at the drafting board, shipbuilders often needed a life-size version which could not be done by hand. Such large drawings were done with the help of flexible strips of wood, called splines. The splines were held in place at a number of predetermined points, by lead "ducks", named for

4841-620: The spline curve or spline function. I. J. Schoenberg gave the spline function its name after its resemblance to the mechanical spline used by draftsmen. As computers were introduced into the design process, the physical properties of such splines were investigated so that they could be modelled with mathematical precision and reproduced where needed. Pioneering work was done in France by Renault engineer Pierre Bézier , and Citroën 's physicist and mathematician Paul de Casteljau . They worked nearly parallel to each other, but because Bézier published

4944-434: The 16th century when it was described by Albrecht Dürer , who is credited for its invention. Dürer described multiple techniques for projecting 3-D scenes onto an image plane. Some of these project chosen geometry onto the image plane, as is done with rasterization today. Others determine what geometry is visible along a given ray, as is done with ray tracing. Using a computer for ray tracing to generate shaded pictures

5047-451: The arclength from the second derivative κ = | r ″ ( s o ) | {\displaystyle \kappa =|r''(s_{o})|} . The direct computation of the curvature κ {\displaystyle \kappa } with these equations is the big advantage of parameterized curves against their polygonal representations. Non-rational splines or Bézier curves may approximate

5150-426: The bill-shaped protrusion that the splines rested against. Between the ducks, the elasticity of the spline material caused the strip to take the shape that minimized the energy of bending, thus creating the smoothest possible shape that fit the constraints. The shape could be adjusted by moving the ducks. In 1946, mathematicians started studying the spline shape, and derived the piecewise polynomial formula known as

5253-401: The boundaries of the intervals, the basis functions go smoothly to zero, the smoothness being determined by the degree of the polynomial. As an example, the basis function of degree one is a triangle function. It rises from zero to one, then falls to zero again. While it rises, the basis function of the previous control point falls. In that way, the curve interpolates between the two points, and

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5356-492: The brightness of the pixel on the screen. Their publication describes a short (30 second) film “made using the University of Maryland’s display hardware outfitted with a 16mm camera. The film showed the helicopter and a simple ground level gun emplacement. The helicopter was programmed to undergo a series of maneuvers including turns, take-offs, and landings, etc., until it eventually is shot down and crashed.” A CDC 6600 computer

5459-413: The camera, rather than into it (as actual light does in reality), but doing so is many orders of magnitude more efficient. Since the overwhelming majority of light rays from a given light source do not make it directly into the viewer's eye, a "forward" simulation could potentially waste a tremendous amount of computation on light paths that are never recorded. Therefore, the shortcut taken in ray tracing

5562-428: The color of the light emitted from the light source. For example, if the light source emitted white light and the two diffuse surfaces were blue, then the resulting color of the pixel is blue. As a demonstration of the principles involved in ray tracing, consider how one would find the intersection between a ray and a sphere. This is merely the math behind the line–sphere intersection and the subsequent determination of

5665-586: The colour of the pixel being calculated. There is, of course, far more to the general process of ray tracing, but this demonstrates an example of the algorithms used. In vector notation , the equation of a sphere with center c {\displaystyle \mathbf {c} } and radius r {\displaystyle r} is Any point on a ray starting from point s {\displaystyle \mathbf {s} } with direction d {\displaystyle \mathbf {d} } (here d {\displaystyle \mathbf {d} }

5768-418: The coordinates of the bottom left viewport pixel P 1 m {\displaystyle P_{1m}} and find the next pixel by making a shift along directions parallel to viewport (vectors b → n {\displaystyle {\vec {b}}_{n}} i v → n {\displaystyle {\vec {v}}_{n}} ) multiplied by

5871-652: The corresponding knot span and zero everywhere else. Effectively, N i , n {\displaystyle N_{i,n}} is a linear interpolation of N i , n − 1 {\displaystyle N_{i,n-1}} and N i + 1 , n − 1 {\displaystyle N_{i+1,n-1}} . The latter two functions are non-zero for n {\displaystyle n} knot spans, overlapping for n − 1 {\displaystyle n-1} knot spans. The function N i , n {\displaystyle N_{i,n}}

5974-418: The corresponding lower order basis functions are non-zero. By induction on n it follows that the basis functions are non-negative for all values of n {\displaystyle n} and u {\displaystyle u} . This makes the computation of the basis functions numerically stable. Again by induction, it can be proved that the sum of the basis functions for a particular value of

6077-471: The cost of statistical bias. An additional problem occurs when light must pass through a very narrow aperture to illuminate the scene (consider a darkened room, with a door slightly ajar leading to a brightly lit room), or a scene in which most points do not have direct line-of-sight to any light source (such as with ceiling-directed light fixtures or torchieres ). In such cases, only a very small subset of paths will transport energy; Metropolis light transport

6180-447: The curve into disjoint parts and it would leave control points unused. For first-degree NURBS, each knot is paired with a control point. The knot vector usually starts with a knot that has multiplicity equal to the order. This makes sense, since this activates the control points that have influence on the first knot span. Similarly, the knot vector usually ends with a knot of that multiplicity. Curves with such knot vectors start and end in

6283-429: The curve stays the same. A knot can be inserted multiple times, up to the maximum multiplicity of the knot. This is sometimes referred to as knot refinement and can be achieved by an algorithm that is more efficient than repeated knot insertion. Knot removal is the reverse of knot insertion. Its purpose is to remove knots and the associated control points in order to get a more compact representation. Obviously, this

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6386-413: The curve. Typically, each point of the curve is computed by taking a weighted sum of a number of control points. The weight of each point varies according to the governing parameter. For a curve of degree d, the weight of any control point is only nonzero in d+1 intervals of the parameter space. Within those intervals, the weight changes according to a polynomial function ( basis functions ) of degree d. At

6489-430: The degree of the basis function. The parameter dependence is frequently left out, so we can write N i , n {\displaystyle N_{i,n}} . The definition of these basis functions is recursive in n {\displaystyle n} . The degree-0 functions N i , 0 {\displaystyle N_{i,0}} are piecewise constant functions . They are one on

6592-424: The editing of control points. The B-spline basis functions used in the construction of NURBS curves are usually denoted as N i , n ( u ) {\displaystyle N_{i,n}(u)} , in which i {\displaystyle i} corresponds to the i {\displaystyle i} -th control point, and n {\displaystyle n} corresponds with

6695-526: The eye into the scene until they hit an object, but determined the ray color without recursively tracing more rays. Recursive ray tracing continues the process. When a ray hits a surface, additional rays may be cast because of reflection, refraction, and shadow.: These recursive rays add more realism to ray traced images. Ray tracing-based rendering's popularity stems from its basis in a realistic simulation of light transport , as compared to other rendering methods, such as rasterization , which focuses more on

6798-408: The eye to the light source to render an image is sometimes called backwards ray tracing , since it is the opposite direction photons actually travel. However, there is confusion with this terminology. Early ray tracing was always done from the eye, and early researchers such as James Arvo used the term backwards ray tracing to mean shooting rays from the lights and gathering the results. Therefore, it

6901-432: The eye, will better sample this phenomenon. This integration of eye-based and light-based rays is often expressed as bidirectional path tracing, in which paths are traced from both the eye and lights, and the paths subsequently joined by a connecting ray after some length. Photon mapping is another method that uses both light-based and eye-based ray tracing; in an initial pass, energetic photons are traced along rays from

7004-451: The fact that a single control point only influences those intervals where it is active is a highly desirable property, known as local support . In modeling, it allows the changing of one part of a surface while keeping other parts unchanged. Adding more control points allows better approximation to a given curve, although only a certain class of curves can be represented exactly with a finite number of control points. NURBS curves also feature

7107-422: The first interactive NURBS modeller for PCs, called NöRBS, was developed by CAS Berlin, a small startup company cooperating with Technische Universität Berlin . A surface under construction, e.g. the hull of a motor yacht, is usually composed of several NURBS surfaces known as NURBS patches (or just patches ). These surface patches should be fitted together in such a way that the boundaries are invisible. This

7210-411: The functions R i , n ( u ) = N i , n ( u ) w i ∑ j = 1 k N j , n ( u ) w j {\displaystyle R_{i,n}(u)={N_{i,n}(u)w_{i} \over \sum _{j=1}^{k}N_{j,n}(u)w_{j}}} are known as the rational basis functions . A NURBS surface

7313-817: The functions f {\displaystyle f} and g {\displaystyle g} as f i , n ( u ) = u − k i k i + n − k i {\displaystyle f_{i,n}(u)={\frac {u-k_{i}}{k_{i+n}-k_{i}}}} and g i , n ( u ) = 1 − f i , n ( u ) = k i + n − u k i + n − k i {\displaystyle g_{i,n}(u)=1-f_{i,n}(u)={\frac {k_{i+n}-u}{k_{i+n}-k_{i}}}} The functions f {\displaystyle f} and g {\displaystyle g} are positive when

7416-485: The geometrical interpretation, this means that the curve approaches the corresponding control point closely. In case of a double knot, the length of the knot span becomes zero and the peak reaches one exactly. The basis function is no longer differentiable at that point. The curve will have a sharp corner if the neighbour control points are not collinear. Using the definitions of the basis functions N i , n {\displaystyle N_{i,n}} from

7519-460: The interval where N i , n − 1 {\displaystyle N_{i,n-1}} is non-zero, while g i + 1 {\displaystyle g_{i+1}} falls from one to zero on the interval where N i + 1 , n − 1 {\displaystyle N_{i+1,n-1}} is non-zero. As mentioned before, N i , 1 {\displaystyle N_{i,1}}

7622-415: The knot vectors (0, 0, 1, 2, 3, 3) and (0, 0, 2, 4, 6, 6) produce the same curve. The positions of the knot values influences the mapping of parameter space to curve space. Rendering a NURBS curve is usually done by stepping with a fixed stride through the parameter range. By changing the knot span lengths, more sample points can be used in regions where the curvature is high. Another use is in situations where

7725-408: The light ray, resulting in a loss of intensity of the reflected and/or refracted light. It might also reflect all or part of the light ray, in one or more directions. If the surface has any transparent or translucent properties, it refracts a portion of the light beam into itself in a different direction while absorbing some (or all) of the spectrum (and possibly altering the color). Less commonly,

7828-420: The light source from each point being shaded to determine whether the point was in shadow or not. Later, in 1971, Goldstein and Nagel of MAGI (Mathematical Applications Group, Inc.) published "3-D Visual Simulation", wherein ray tracing was used to make shaded pictures of solids. At the ray-surface intersection point found, they computed the surface normal and, knowing the position of the light source, computed

7931-470: The light source so as to compute an estimate of radiant flux as a function of 3-dimensional space (the eponymous photon map itself). In a subsequent pass, rays are traced from the eye into the scene to determine the visible surfaces, and the photon map is used to estimate the illumination at the visible surface points. The advantage of photon mapping versus bidirectional path tracing is the ability to achieve significant reuse of photons, reducing computation, at

8034-495: The line going from eye E {\displaystyle E} through that pixel and finally get the ray described by point E {\displaystyle E} and vector R → i j = P i j − E {\displaystyle {\vec {R}}_{ij}=P_{ij}-E} (or its normalisation r → i j {\displaystyle {\vec {r}}_{ij}} ). First we need to find

8137-707: The number of control points in comparison with the NURBS surfaces. In general, editing NURBS curves and surfaces is intuitive and predictable. Control points are always either connected directly to the curve or surface, or else act as if they were connected by a rubber band. Depending on the type of user interface, the editing of NURBS curves and surfaces can be via their control points (similar to Bézier curves ) or via higher level tools such as spline modeling and hierarchical editing . Before computers, designs were drawn by hand on paper with various drafting tools . Rulers were used for straight lines, compasses for circles, and protractors for angles. But many shapes, such as

8240-471: The objects in the scene. Once the nearest object has been identified, the algorithm will estimate the incoming light at the point of intersection, examine the material properties of the object, and combine this information to calculate the final color of the pixel. Certain illumination algorithms and reflective or translucent materials may require more rays to be re-cast into the scene. It may at first seem counterintuitive or "backward" to send rays away from

8343-411: The order of the curve. In practice, cubic curves are the ones most commonly used. Fifth- and sixth-order curves are sometimes useful, especially for obtaining continuous higher order derivatives, but curves of higher orders are practically never used because they lead to internal numerical problems and tend to require disproportionately large calculation times. The control points determine the shape of

8446-450: The parameter is unity. This is known as the partition of unity property of the basis functions. The figures show the linear and the quadratic basis functions for the knots {..., 0, 1, 2, 3, 4, 4.1, 5.1, 6.1, 7.1, ...} One knot span is considerably shorter than the others. On that knot span, the peak in the quadratic basis function is more distinct, reaching almost one. Conversely, the adjoining basis functions fall to zero more quickly. In

8549-459: The parameter value has some physical significance, for instance if the parameter is time and the curve describes the motion of a robot arm. The knot span lengths then translate into velocity and acceleration, which are essential to get right to prevent damage to the robot arm or its environment. This flexibility in the mapping is what the phrase non uniform in NURBS refers to. Necessary only for internal calculations, knots are usually not helpful to

8652-443: The perfect smoothing, which is otherwise practically impossible to achieve without NURBS surfaces that have at least G² continuity. This same principle is used as one of the surface evaluation methods whereby a ray-traced or reflection-mapped image of a surface with white stripes reflecting on it will show even the smallest deviations on a surface or set of surfaces. This method is derived from car prototyping wherein surface quality

8755-515: The position of a light source) and d {\displaystyle \mathbf {d} } , and we need to find t {\displaystyle t} . Therefore, we substitute for x {\displaystyle \mathbf {x} } : Let v   = d e f   s − c {\displaystyle \mathbf {v} \ {\stackrel {\mathrm {def} }{=}}\ \mathbf {s} -\mathbf {c} } for simplicity; then Knowing that d

8858-875: The previous paragraph, a NURBS curve takes the following form: C ( u ) = ∑ i = 1 k N i , n ( u ) w i ∑ j = 1 k N j , n ( u ) w j P i = ∑ i = 1 k N i , n ( u ) w i P i ∑ i = 1 k N i , n ( u ) w i {\displaystyle C(u)=\sum _{i=1}^{k}{\frac {N_{i,n}(u)w_{i}}{\sum _{j=1}^{k}N_{j,n}(u)w_{j}}}\mathbf {P} _{i}={\frac {\sum _{i=1}^{k}{N_{i,n}(u)w_{i}\mathbf {P} _{i}}}{\sum _{i=1}^{k}{N_{i,n}(u)w_{i}}}}} In this, k {\displaystyle k}

8961-419: The process anew, treating each eye ray separately. However, this separation offers other advantages, such as the ability to shoot more rays as needed to perform spatial anti-aliasing and improve image quality where needed. Whitted-style recursive ray tracing handles interreflection and optical effects such as refraction, but is not generally photorealistic . Improved realism occurs when the rendering equation

9064-402: The ray, but rather in the opposite half-line (i.e. the one starting from s {\displaystyle \mathbf {s} } with opposite direction). If the quantity under the square root (the discriminant ) is negative, then the ray does not intersect the sphere. Let us suppose now that there is at least a positive solution, and let t {\displaystyle t} be

9167-451: The realistic simulation of geometry. Effects such as reflections and shadows , which are difficult to simulate using other algorithms, are a natural result of the ray tracing algorithm. The computational independence of each ray makes ray tracing amenable to a basic level of parallelization , but the divergence of ray paths makes high utilization under parallelism quite difficult to achieve in practice. A serious disadvantage of ray tracing

9270-454: The representation is symmetrical). This would be impossible, since the x coordinate of the circle would provide an exact rational polynomial expression for cos ⁡ ( t ) {\displaystyle \cos(t)} , which is impossible. The circle does make one full revolution as its parameter t {\displaystyle t} goes from 0 to 2 π {\displaystyle 2\pi } , but this

9373-421: The resulting curve is a polygon, which is continuous , but not differentiable at the interval boundaries, or knots. Higher degree polynomials have correspondingly more continuous derivatives. Note that within the interval the polynomial nature of the basis functions and the linearity of the construction make the curve perfectly smooth, so it is only at the knots that discontinuity can arise. In many applications

9476-405: The resulting curve or its higher derivatives; for instance, it allows the creation of corners in an otherwise smooth NURBS curve. A number of coinciding knots is sometimes referred to as a knot with a certain multiplicity . Knots with multiplicity two or three are known as double or triple knots. The multiplicity of a knot is limited to the degree of the curve; since a higher multiplicity would split

9579-433: The results of his work, Bézier curves were named after him, while de Casteljau's name is only associated with related algorithms. NURBS were initially used only in the proprietary CAD packages of car companies. Later they became part of standard computer graphics packages. Real-time, interactive rendering of NURBS curves and surfaces was first made commercially available on Silicon Graphics workstations in 1989. In 1993,

9682-437: The same, forming the starting point for further adjustments. A number of these operations are discussed below. As the term suggests, knot insertion inserts a knot into the knot vector. If the degree of the curve is n {\displaystyle n} , then n − 1 {\displaystyle n-1} control points are replaced by n {\displaystyle n} new ones. The shape of

9785-735: The size of the pixel. Below we introduce formulas which include distance d {\displaystyle d} between the eye and the viewport. However, this value will be reduced during ray normalization r → i j {\displaystyle {\vec {r}}_{ij}} (so you might as well accept that d = 1 {\displaystyle d=1} and remove it from calculations). Pre-calculations: let's find and normalise vector t → {\displaystyle {\vec {t}}} and vectors b → , v → {\displaystyle {\vec {b}},{\vec {v}}} which are parallel to

9888-439: The two would add up to be 116%. From here, the reflected and/or refracted rays may strike other surfaces, where their absorptive, refractive, reflective and fluorescent properties again affect the progress of the incoming rays. Some of these rays travel in such a way that they hit our eye, causing us to see the scene and so contribute to the final rendered image. The idea behind ray casting, the predecessor to recursive ray tracing,

9991-406: The users of modeling software. Therefore, many modeling applications do not make the knots editable or even visible. It's usually possible to establish reasonable knot vectors by looking at the variation in the control points. More recent versions of NURBS software (e.g., Autodesk Maya and Rhinoceros 3D ) allow for interactive editing of knot positions, but this is significantly less intuitive than

10094-1322: The viewport (all depicted on above picture) note that viewport center C = E + t → n d {\displaystyle C=E+{\vec {t}}_{n}d} , next we calculate viewport sizes h x , h y {\displaystyle h_{x},h_{y}} divided by 2 including inverse aspect ratio m − 1 k − 1 {\displaystyle {\frac {m-1}{k-1}}} and then we calculate next-pixel shifting vectors q x , q y {\displaystyle q_{x},q_{y}} along directions parallel to viewport ( b → , v → {\displaystyle {\vec {b}},{\vec {v}}} ), and left bottom pixel center p 1 m {\displaystyle p_{1m}} Calculations: note P i j = E + p → i j {\displaystyle P_{ij}=E+{\vec {p}}_{ij}} and ray R → i j = P i j − E = p → i j {\displaystyle {\vec {R}}_{ij}=P_{ij}-E={\vec {p}}_{ij}} so In nature,

10197-540: Was approximated with additional lights. Ray tracing-based rendering eventually changed that by enabling physically-based light transport. Early feature films rendered entirely using path tracing include Monster House (2006), Cloudy with a Chance of Meatballs (2009), and Monsters University (2013). Optical ray tracing describes a method for producing visual images constructed in 3-D computer graphics environments, with more photorealism than either ray casting or scanline rendering techniques. It works by tracing

10300-459: Was first accomplished by Arthur Appel in 1968. Appel used ray tracing for primary visibility (determining the closest surface to the camera at each image point) by tracing a ray through each point to be shaded into the scene to identify the visible surface. The closest surface intersected by the ray was the visible one. This non-recursive ray tracing-based rendering algorithm is today called " ray casting ". His algorithm then traced secondary rays to

10403-595: Was first deployed in applications where taking a relatively long time to render could be tolerated, such as still CGI images, and film and television visual effects (VFX), but was less suited to real-time applications such as video games , where speed is critical in rendering each frame . Since 2019, however, hardware acceleration for real-time ray tracing has become standard on new commercial graphics cards, and graphics APIs have followed suit, allowing developers to use hybrid ray tracing and rasterization -based rendering in games and other real-time applications with

10506-458: Was the first to show recursive ray tracing for mirror reflection and for refraction through translucent objects, with an angle determined by the solid's index of refraction, and to use ray tracing for anti-aliasing . Whitted also showed ray traced shadows. He produced a recursive ray-traced film called The Compleat Angler in 1979 while an engineer at Bell Labs. Whitted's deeply recursive ray tracing algorithm reframed rendering from being primarily

10609-503: Was used. MAGI produced an animation video called MAGI/SynthaVision Sampler in 1974. Another early instance of ray casting came in 1976, when Scott Roth created a flip book animation in Bob Sproull 's computer graphics course at Caltech . The scanned pages are shown as a video on the right. Roth's computer program noted an edge point at a pixel location if the ray intersected a bounded plane different from that of its neighbors. Of course,

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