Siksha Sarovar

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Unit III: Overview - Surfaces, Curves and Shading

Lesson 18 of 32 in the free Computer Graphics notes on Siksha Sarovar, written by Rohit Jangra.

Where We Are

Unit III leaves flat 2D and dives into how 3D shapes are represented and shaded. Real surfaces are curved; computers prefer flat triangles. The art is in choosing the right approximation: polygon meshes for performance, parametric curves and surfaces (Hermite, Bezier, B-Spline) for design tools, and physically inspired illumination models for visual realism.

Why Parametric?

A curve described as y = f(x) has problems with vertical tangents and multi-valued y. A parametric curve P(u) = (x(u), y(u), z(u)) for u in [0,1] handles loops, vertical tangents, and 3D space uniformly. We choose cubic parametric pieces because cubics are the lowest-degree polynomials that allow inflection points and smooth joining (C1 / C2) between segments.

Why These Three Curve Families?

  • Hermite: defined by endpoints and tangents - intuitive for engineers.
  • Bezier: defined by control points whose convex hull bounds the curve - intuitive for artists.
  • B-Spline: local control via knot vector - the workhorse of CAD and animation.

Why Two Shading Models?

  • Gouraud: cheap, computes lighting at vertices and interpolates color across the polygon.
  • Phong: higher quality, interpolates the normal across the polygon and computes lighting per pixel - captures specular highlights crisply.

Goals

By the end you can sketch a curve from control points, classify continuity, derive normals for shading, write the Phong illumination equation, and contrast Gouraud vs Phong shading visually.