Path: utzoo!mnetor!uunet!husc6!bloom-beacon!tut.cis.ohio-state.edu!mailrus!ames!elroy!cit-vax!ucla-cs!lanai!trainor From: trainor@lanai.cs.ucla.edu (Vulture of Light) Newsgroups: comp.graphics Subject: Re: Superquadrics Message-ID: <10919@shemp.CS.UCLA.EDU> Date: 5 Apr 88 17:58:17 GMT References: <8340@agate.BERKELEY.EDU> Sender: news@CS.UCLA.EDU Reply-To: trainor@lanai.UUCP (Vulture of Light) Organization: UCLA Computer Science Department Lines: 35 In article <8340@agate.BERKELEY.EDU> doug@mica.berkeley.edu (Doug Merritt) writes: >A few years ago I read a paper by a guy at Stanford who came up >with an interesting model that allowed two way transformations: >model => rendered image, and digitized image => model. It was >based on "superquadrics"; his paper did not adequately define these. > >Can someone explain "superquadrics", or give an easily accesible reference >that does? Just for the other people, this is a computer vision system whose model of the world is comprised of superquadrics, akin to earlier systems that used, say, generalized cylinders. Superquadrics are fun, easy, and are a generalization of quadric surfaces. All you do is fiddle with exponents in the equations! To illustrate the concept, take a circle: _ [ ] [ 1 ] X = [ cos (theta) ] = [ cos (theta) ] [ ] [ 1 ] [ sin (theta) ] [ sin (theta) ] And to make it "super" just paramaterize the exponent: _ [ r ] X = [ cos (theta) ] [ r ] [ sin (theta) ] Play with "r" and you get all sorts of cool shapes. Now just do this with the quadrics (too messy in ascii...). If you want to find out more I suggest reading: Barr, A.H. ``Superquadrics and Angle-Preserving Transformations,'' IEEE Computer Graphics and Applications, Vol. 1, No. 1, 1981.