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Matthew T. Sederberg
T-splines, Inc.
Thomas W. Sederberg
Brigham Young University
Abstract
A typical NURBS hull model involves far more control points than
are needed for the design process, which needlessly complicates
fairing and form finding. A relatively new surface representation
called T-splines eliminates the superfluous rows and columns of
control points that are unavoidable in NURBS. This paper presents
methods for designing hulls using T-splines.
CR Categories: I.3.5 [Computer Graphics]: Computational Geometry and Object Modelingcurve, surface, solid and object representations;
Keywords: NURBS surfaces, T-splines, subdivision surfaces, local refinement, knot removal, marine design, naval architecture
Introduction
Boatbuilding is a complex process involving the design and construction of many parts. The most critical component in boat design
is the hull. Computer aided hull design offers advantages over traditional design practices using physical ducks and splines because
it can optimize for fairness and other engineering constraints.
The two most common CAD representations of a hull are curve
only and curve-surface. Because the curve-surface representation
provides more geometric information than curves only, it is generally viewed as more valuable. The de-facto technology standard for
representing curved surfaces since the 1970s is non-uniform rational B-splines (NURBS). For instance, NURBS is the only free-form
surface type supported in the IGES file format, the most popular
format for data exchange between CAD software.
Unfortunately, the NURBS formulation has three weaknesses
that can impact hull design. First, when designing a ship hull using a CAD system, representing the entire hull with a single surface makes it easier to analyze and optimize, and can minimize the
likelihood of mistakes in downstream processes. However, because
NURBS surfaces have a rectangular topology, a complicated hull
cannot always be represented by a single NURBS surface. Second,
since the control points in a NURBS surface must lie topologically
in a rectangular grid, a large number of NURBS control points are
superfluous in that they carry no significant geometric information
but exist merely to satisfy topological constraints. Superfluous control points are a serious nuisance for marine designers because they
require the designer to deal with more data and because they make
the model more difficult to fair. In Figure 1, the pink NURBS control points are superfluous. Third, trimmed NURBS models are not
mathematically watertight.
T-splines [Sederberg et al. ] is a new mathematical formulation
for surfaces that addresses the limitations of NURBS. T-Splines
models are mathematically watertight, are not limited to rectangular
domains, and significantly reduce the number of superfluous control points. With fewer control points, such models are easier to
fair. A major difference between a T-spline control mesh (or, Tmesh) and a NURBS control mesh is that T-splines allow a row
of control points to terminate. The final control point in a partial
row is called a T-junction. Figure 1.b shows the hull in Figure 1.a,
modeled as a T-spline, with the superfluous NURBS control points
removed. The T-junctions are shown in blue.
Originally presented at the Chesapeake Powerboat Symposium, Annapolis, March 2010. Reprinted with the
permission of the Society of Naval Architects and Marine Engineers (SNAME). Material originally appearing in SNAME
publications cannot be reprinted without written permission from the Society, 601 Pavonia Ave., Jersey City, NJ 07306
T-splines
Pi Bi (s,t)
(1)
i=1
(2)
(3)
where N[si0 , si1 , si2 , si3 , si4 ](s) is the cubic B-spline basis function
associated with the knot vector
si = [si0 , si1 , si2 , si3 , si4 ]
(4)
and N[ti0 ,ti1 ,ti2 ,ti3 ,ti4 ](t) is associated with the knot vector
ti = [ti0 ,ti1 ,ti2 ,ti3 ,ti4 ].
(5)
by the ray (not including the initial (si2 ,ti2 )). By s-edge, we mean a
vertical line segment of constant s. The other knots in si and ti are
found in like manner.
We illustrate Rule 1 by a few examples. The knot vectors for P1
in Figure 3 are s1 = [s0 , s1 , s2 , s3 , s4 ] and t1 = [t1 ,t2 ,t2 + e6 ,t4 ,t5 ].
For P2 , s2 = [s3 , s4 , s5 , s6 , s7 ] and t2 = [t0 ,t1 ,t2 ,t2 + e6 ,t4 ]. For P3 ,
s3 = [s3 , s4 , s5 , s7 , s8 ] and t3 = [t1 ,t2 ,t2 + e6 ,t4 ,t5 ]. Once these knot
vectors are determined for each blending function, the T-spline is
defined using (1) and (3).
6
Figure 10: Catamaran hull with nonrectangular topology, as a single T-spline surface.
One unique application of T-splines ability to accommodate local detail is to add creases (i.e. chines/knuckles/style lines) inside
Watertight superstructures
In addition to hull design, T-splines adds flexibility to superstructure design by letting the designer represent large sections of the
model with a single, watertight, smooth surface. Single T-spline
surfaces can represent non-rectangular topology through the use
of star points. Traditionally, creating detailed superstructures has
taken hundreds of steps. Using flexible T-spline surfaces, the step
count can be greatly reduced.
One method of generating non-rectangular T-spline surfaces is
by merging together a series of rectangular NURBS or T-spline
ideal hull shape is a moving target that settles down after hours and
hours of rework to accommodate all project inputs.
T-spline surfaces are analyzed just like any NURBS hull with
the Orca3D marine software. Orca3D can work directly on both
T-spline surfaces and native Rhino NURBS surfaces to compute
sections, create a lines plan using the sections, compute hydrostatics and intact stability, compute a speed/power analysis, and track
weight and cost properties.
Because T-spline surfaces can be decomposed exactly into a series of NURBS patches, rendering and calculation times on a Tspline surface are similar to what would be expected if the model
was made with multiple NURBS patches. T-spline surface evaluation is done in two steps create a cache of Bezier patches,
and then evaluate those Bezier patches. The cache is modified
only when the topology of the surface is changed, not when control
points are moved. Cache creation near star points takes more time
than elsewhere. However, in models that only contain T-junctions
(not star points) the Bezier cache creation is quite fast, and can rival
or beat an equivalent NURBS surface, depending on the topology
of the T-junctions. Evaluation of points and normals on the surface
is likewise fast, because it can use the Bezier cache.
T-spline surfaces support an arbitrary topology, similar to polygonal mesh models. From a design standpoint, this means that a
commercial implementation of T-splines can support many topological operations not available with traditional NURBS modeling,
such as merging, shown in Figure 13. Another common operation
is the ability to extrude faces, as shown in Figure 14. When a face
is extruded, a new ring of faces is created to join the extruded face
to the rest of the surface. The process creates some valence-3 or
valence-5 star points; the surface is G1 smooth at the star point and
C2 smooth everywhere else. Because the surface remains smooth
as control points are moved, multiple extrusions and control point
manipulations can be performed to sculpt the surface, as shown in
Figure 15.
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Conclusion
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Acknowledgments
References
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