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Advanced, Experimental VFX Animation and Techniques.
Blog WK#16 (May 18), Neuronal Modelling cont'd.

The NURBS Approach

My first effort with modelling a single neuron implemented the basic extrusion technique to create dendrites and axons that converge upon and emanate from the central cell body.  This extrusion technique was demonstrated in the first term.  This approach however, was actually prompted by my loss of internet access during wk #5 of this term.  Prior to the loss of internet access, i.e. from my one opportunity to watch the Andrew Tran maya modelling tutorial (2014), I recalled that he had used NURBS to model the dendritic and axonal projections.  However, because I was unable to watch the tutorial again, I simply opted to model these projections by means of the only technique that I knew, which was extrusion.   It appears I may regain internet access on Weds the 20th, but instead of waiting until then, I am reading about NURBS from Maya textbooks. ​

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                                                                   NURBS Default Objects and Curves
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From college math, it can be recalled that a spline is simply a function  that defines a line segment or curve across some range of X values. Accordingly, NURBS is an acronym standing for ‘non-uniform  rational B-spline’.  NURBS modelling involves generating default  objects, curves, and freeform surfaces.  Default objects are invoked  by either ‘dynamic’ or ‘keyboard’ approach.  The dynamic approach  involves selecting the default obj of interest (e.g. a sphere, cube,  torus, plane, cone or cylinder) and then dragging in the viewport until  the obj appears.  The keyboard approach involves using tool settings  panel to set the properties of the obj, e.g. for a sphere this includes  radios and number of sections, and then simply clicking in the  viewport.  After generating a core default obj and perhaps combining  multiple objects as necessary, the addition of curves is also  frequently  necessary (and this is certainly the case for my neuronal  modelling).  Curves are invoked by the Create drop down in the menu  bar; Create > objects > Curve Tool > CV Curve Tool (Tickoo 2017).


NURBS Curve Fitting: Minimum Points

The Curve Tool Option Box will invoke a tool settings interface that allows one to modify the number of CV points (control vertices).  A primary issue in this regard is the ‘degree’ of the curve, in other words, this algorithm is fitting a curve to a spline function, specifically a polynomial equation, with options for polynomials from the 1st to the 7th degree.  For a simple 3 segment curve, i.e. a 3rd order polynomial, it is obvious that a cubic function will overlay a tighter curve than a second order function or a bezier curve.  And, as below, when working with higher order polynomials, it is important to acknowledge that overlay of a curve needs to respect the need for minimum number of data points (plot points) corresponding to the function of interest (e.g. a 7th order polynomial will obviously require a minimum of 8 vertex points to assign a curve).
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Curve Fitting of the Same Plot Points Across Different Order Polynomials

As per the GIF on the right, it is important to recall that increasing the degree of the polynomial order will enhance the smoothness of the curve.  This is not always desirable, e.g. neuronal dendrites and axons should not be overly smoothed.  From the GIF, either a 2nd or 3rd order cubic would b preferred over the 3rd order bezier or 1st order curves.




My First NURBS Neuron Effort

TO BE CONTINUED
Internet access was unfortunately not fully attained on May 20.  There was some initial response when the data plan reset to zero, but the access only lasted one day and then I was calling Vodafone again w renewed hopes of maybe somehow getting past Tobi the Digital Assistant.  And, after several attempts, I was actually fortunate to get a live person and was eventually able to upgrade my data plan to unlimited and then more complete internet access resumed,  ... but this takes us into the next wk....plz goto blog #17   




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Bibliography

Murdock KL (2017). Working with NURBS Surfaces, in Autodesk Maya 2017, Basics Guide. chapter 5, pg 127-165, SDC Publications, Mission, Kansas, USA.


Tickoo S (2017). NURBS Curves and Surfaces, chapter 3, in Autodesk Maya 2018.  pg 3.2 - 3.29, Cadcim Technologies Publishers, Shererville Indiana, USA..

Tran A (2014). Modeling a neuron in Maya 2014  
https://www.youtube.com/watch?v=vhHlelGB1qE. 
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