Three Dimensional & Curves and Surfaces



3-D Geometric Primitives


3D geometric primitives are the basic building blocks used to create 3D objects.

Types

1. Points

  • Represented as (x, y, z)

2. Lines

  • Straight connection between two 3D points

3. Polygons (Faces)

  • Usually triangles or quadrilaterals

Common 3D Shapes:

  • Cube
  • Sphere
  • Cylinder
  • Cone

3-D Object Representation

Techniques used to represent complex 3D objects in a computer.

Methods:

1. Wireframe Model

  • Only edges and vertices
  • Simple
  • Hard to visualize solid shape

2. Surface Representation

  • Defines outer surfaces

Types

  • Polygon mesh
  • Bézier surfaces

Solid Representation

A. CSG (Constructive Solid Geometry)

  • Combine primitives using operations:
    • Union
    • Intersection
    • Difference

B. B-Rep (Boundary Representation)

  • Stores surfaces, edges, vertices

3-D Transformations


Operations that change position, size, and orientation of 3D objects.

Types

1. Translation

x=x+tx,y=y+ty,z=z+tzx' = x + t_x,\quad y' = y + t_y,\quad z' = z + t_

2. Scaling 

x=xSx,y=ySy,z=zSzx' = xS_x,\quad y' = yS_y,\quad z' = zS_

3. Rotation

About X-axis

y=ycosθzsinθy' = y\cos\theta - z\sin\thetaz=ysinθ+zcosθz' = y\sin\theta + z\cos\thet

About Y-axis:

x=xcosθ+zsinθx' = x\cos\theta + z\sin\thetaz=xsinθ+zcosθz' = -x\sin\theta + z\cos\thet

About Z-axis

(similar to 2D rotation)

Matrix Representation

  • Uses 4×4 matrices with homogeneous coordinates (x, y, z, 1)

3-D Viewing


Process of displaying a 3D scene from a specific viewpoint.

Components

1. View Reference Point (VRP)

  • Position of camera

2. View Plane

  • Where image is projected

3. View Volume

  • 3D region visible (like a box or frustum)

Steps:

  1. Transform to viewing coordinates
  2. Clip objects
  3. Project onto 2D plane

Projections


Projection converts 3D objects into 2D images.

Types

1. Parallel Projection

A. Orthographic Projection

  • No perspective distortion
  • Used in engineering drawings

B. Axonometric Projection

  • Isometric, dimetric, trimetric

2. Perspective Projection

  • Objects appear smaller when far away
  • Realistic

Key Difference

TypeFeature
ParallelNo depth effect
PerspectiveRealistic depth

3-D Clipping


Removing parts of objects outside the 3D viewing volume.

Clipping Volume

  • Defined by:
    • Left, Right
    • Top, Bottom
    • Near, Far planes

Process

  1. Check object against all planes
  2. Keep visible parts
  3. Discard invisible parts

Importance

  • Improves performance
  • Ensures correct rendering

Final Summary Table

TopicKey IdeaExample
3D PrimitivesBasic shapesCube, sphere
Object RepresentationModel objectsWireframe, solid
3D TransformationModify objectsRotate, scale
3D ViewingCamera viewView volume
Projection3D → 2DPerspective
3D ClippingRemove invisible partsView frustum

Concept Flow

3D Objects → Representation → Transformation → Viewing → Projection → Clipping → Final Display

Quadric Surfaces


Quadric surfaces are 3D surfaces defined by a second-degree (quadratic) equation:

Ax2+By2+Cz2+Dxy+Exz+Fyz+Gx+Hy+Iz+J=0Ax^2 + By^2 + Cz^2 + Dxy + Exz + Fyz + Gx + Hy + Iz + J = 0

Common Types

  • Sphere
  • Ellipsoid
  • Paraboloid
  • Hyperboloid
  • Cylinder

Importance

  • Used in modeling smooth surfaces
  • Common in CAD, simulation, graphics

Sphere



x2+y2+z2=r2x^2 + y^2 + z^2 = r^

Properties

  • All points are at equal distance from center
  • Perfectly symmetrical

Applications

  • Planets, balls, bubbles
  • Lighting models (reflection)

Ellipsoid

Equation:

x2a2+y2b2+z2c2=1\frac{x^2}{a^2} + \frac{y^2}{b^2} + \frac{z^2}{c^2} = 1

Properties:

  • Generalized sphere
  • Different radii along axes

Applications

  • Modeling irregular objects (eggs, planets)

Blobby Objects (Metaballs)


Blobby objects are smooth, organic shapes formed by combining multiple fields (metaballs).

Key Idea

  • Each object contributes a field value
  • Surfaces form where values exceed a threshold

Features

  • Smooth blending of shapes
  • Organic appearance

Applications

  • Animation (liquids, smoke)
  • Medical imaging
  • Special effects

Introduction to Splines

A spline is a smooth curve defined using mathematical functions and control points.

Why Splines?

  • Avoid jagged lines
  • Create smooth curves

Applications:

  • Car body design
  • Animation paths
  • Fonts and typography

Bézier Curves & Surfaces


A Bézier curve is defined using a set of control points.

Properties

  • Starts at first point, ends at last
  • Curve influenced by intermediate points

Equation (Cubic): 

B(t)=(1t)3P0+3t(1t)2P1+3t2(1t)P2+t3P3B(t) = (1-t)^3P_0 + 3t(1-t)^2P_1 + 3t^2(1-t)P_2 + t^3P_3

Advantages

  • Easy to control shape
  • Smooth curves

Limitations

  • Global control (changing one point affects entire curve)

Bézier Surfaces

  • Extension of curves into 3D
  • Defined using grid of control points

B-Spline Curves & Surfaces

B-Splines (Basis Splines) are more flexible curves defined using

Properties

  • Local control (changing one point affects only part)
  • Smooth and stable

Advantages

  • Better than Bézier for complex shapes
  • Efficient for modeling

Disadvantages

  • More complex mathematics

B-Spline Surfaces

  • Used for smooth surface modeling
  • Common in CAD systems

Final Comparison

FeatureBézierB-Spline
ControlGlobalLocal
FlexibilityLessMore
ComplexitySimpleComplex
UseSimple curvesComplex models

Concept Flow

Quadric Surfaces → Basic Shapes (Sphere, Ellipsoid) → Organic Shapes (Blobby) → Smooth Curves (Splines) → Advanced Curves (Bezier, B-Spline) → Surfaces