Applications of 3D
Applications
of 3D can be seen in numerous mediums in different industries. These include
films, games, TV series, Visual effects, Product design and architectural
design among others. The list is endless. Most of these mediums utilise 3D
software for modelling. They create 3D visualisations that can then be used in
their respective sectors whether it be on a big movie blockbuster or in an
indie game.
Displaying
3D Polygon Animations
Application
programming interface: API is a set of routines, protocols and tools for building
software applications. A good API makes it easier to create a software
application by providing the necessary and simple to use building blocks.
Examples of API are Direct3D and OpenGL
Direct3D: Direct3D is an
API for Microsoft Windows and is used to render 3D graphics. It is used for
applications where performance is paramount such as video games. Direct3D uses
hardware acceleration. Direct3D uses techniques such as Z buffering, W
buffering, Stencil buffering, Spatial Anti-Aliasing, etc.
Graphics
Pipeline: GP or Rendering pipeline refers to process of creating a 2D
representation of a 3D scene. When a 3D scene is created GP is the process of
turning that 3D scene into what the computer displays to the user. Examples of
GP are OpenGL and DirectX.
Rendering
Techniques:
Radiosity: Radiosity is
a method of rendering based on a detailed analysis of light reflections off
diffuse surfaces. The images that result from a radiosity rendering are
characterized by soft gradual shadows.
Ray Tracing: In computer
graphics, ray tracing is a technique for generating an image by tracing the
path of light through pixels in an image plane and simulating the effects of
its encounters with virtual objects.
Rendering
Engines: A major requirement for any image data application is the
ability to display images. In most applications, this is achieved by reading
pixel data from a filesystem and then mapping the pixel data to the 256 grey
level available on most computer display monitors. Because these operations can
require many thousands of operations and must be displayed rapidly to support
the display of time-lapse movies, most image display software applications use
a high-speed graphics CPU and dedicated hardware for image rendering and
display.
Distributed
Rendering Techniques: or Parallel rendering is the application of Parallel
programming to the computational domain of computer graphics. Rendering
process’ deal with four major parts: frame distribution, pixel distribution,
object distribution and hybrid distribution. Parallel rendering refers to the
delegation of rendering process among many different files. This is necessary
as in such media as video games there are many different files that must be rendered
and loaded all at once such as objects in the environment. The engine must
render multiple different models at once or else there will be significant
visual blemishes during play. The two main types of Parallel rendering are
performance scaling, which allows for frames to be rendered more quickly, and
data scaling, which allows for larger sets of data to be visualised.
Lighting: Lighting
refers to the ways that the 3d scene is lit. Different lighting can effect mood
and atmosphere and will also affect the shadows displayed in the scene. Two
commons lighting methods are Radiosity and Ray Tracing.
Textures: Textures are
2D graphics that are applied to a 3D model or mesh. It usually utilises a
Bitmap or Raster image. The textures are wrapped around the 3D mesh and when
coupled with lighting can give the illusion of extra detail or depth. Textures
are mapped onto every model in the game engine, this includes characters,
environments, foliage, etc.
Distance Fog: Distance Fog
is used in video games to simulate distance. Objects that are further away
often appear hazier or more distorted. This effect aims to replicate the effect
of light scattering as objects get further away. This effect causes objects to
appear lower in contrast which makes object’s colours appear drowned out.
Shadow Mapping:
Shadow
Mapping is the process of the game engine calculating where shadows should be
cast according to the geometry of the shapes and the lighting. Depending on
what engine is being used there could be a variety of different parameters that
are taken into account when calculating shadowing. This could be things such as
shadow sharpness, darkness or intensity of shadows, dynamic shadows, etc. An
explanation of the process by Wikipedia reads “Shadows are created by testing
whether a pixel is visible from the light source, by comparing the pixel to a
z-buffer or depth image of the light source's view, stored in the form of a
texture.”
Vertex and
Pixel Shaders: A Pixel Shader is a GPU (Graphic Processing Unit) component
that can be programmed to operate on a per pixel basis and take care of stuff
like lighting and bump mapping.
A Vertex Shader is also GPU component and is also programmed
using a specific assembly-like language, like pixel shaders, but are oriented
to the scene geometry and can do things like adding cartoony silhouette edges
to objects, etc.
Level of
Detail: The level of detail of a scene refers to how much data or
memory is being used to render a scene. If the level of detail, which is
usually tied to file type and how many polygons there are, is too high then the
computer running the engine may not be able to render said scene and may crash.
Similarly if the level of detail is too low then this use less memory, but will
result in a crude looking model. Often video games have several different
iterations of the same model that are used at different distances to scale the
level of detail. For example a high detail model would be used up close, but a
low detail model would be used from far away.
Geometric
theory:
Vertices
A point that describes the corners or intersections of a shape
Lines
A connection between two vertices
Curves
When a group of vertices are connected to
change the direction of a line
Edge
The outside lines and cures of an object, area, or
surface.
Polygons
A many-sided figures, with sides that are line segments.
Element
A specific part of a shape or object, elements together
make a mesh.
Face
The surface of a shape.
Primitives
Any of a set of basic geometric shapes which may be
generated in computer graphics.
Meshes, for
example wireframe.
Represent a geometric object as a set of finite elements.
Coordinate
geometry (two-dimensional, three-dimensional)
Plotting points, lines and curves on an x and y axis for
2D, to add another dimension, plot depth on the z axis.
Surfaces
A continuous set of points that has
length and breadth but no thickness.
Constraints:
Polygon count
The polygon count refers to the number of polygons being rendered per
frame. The higher the number of polygons in a model the more detailed it is,
but it takes up more memory and is harder to run.
File size
The amount of data inside a file. The more detailed the model, the
higher the file size. If a file is large it is going to be difficult to store
and move between devices.
Rendering time
The time it takes to generate an image from a 2D or 3D model.
Mesh construction
Box modelling:
Box
modelling is a technique used in 3D modelling where the user makes use of a
primitive shape, such as a cube, and manipulates it to construct the basic
outline of the final model. From this basic shape, the user will be able to
further sculpt the mesh into the final model.
Extrusion modelling:
This
technique of 3D modelling is also sometimes referred to as inflation modelling.
The basic concept is to take a 2D mesh and sculpt it to match a reference image
within the software. From this 2D sculpt, the user will then extrude the mesh
into 3D with the help of a second reference image, sculpting the mesh to match.
This method of modelling has proved common when sculpting faces and heads.
3D development software
Software
3Ds Max:
3Ds Max is a
3D computer development program used for making 3D animations, models, games
and images. It is developed and produced by Autodesk media and entertainment.
Features:
·
Polygon,
Spline and NURBS –based modelling
·
Advanced
texturing toolset
·
Enhanced
ShaderFX
·
OpenSubdiv
support
·
Easy to use
placement tools
Maya:
Similar to
3Ds Max, Maya is also a 3D computer graphics software. The program is used to
create video games, animated films, TV series and visual effects. Maya was
previously owned by Alias System’s corporation, however is now owned and
produced by Autodesk media and entertainment.
Features:
·
Polygon and
subdivision mesh modelling
·
3D Type
·
New
sculpting toolset
·
Surface
modelling
·
UV toolset
This will be
the main software that we will be using as we have easy access to the software
both in and out of college. The software is also the most helpful and efficient
at creating the models we need.
Lightwave:
Lightwave is
a 3D computer graphics tool developed by NewTek. It has been used to create a
huge variety of mediums including that of films, TV series, motion graphics,
digital matte painting, visual effects, video games, product design,
architectural visualizations, virtual production, music videos,
pre-visualizations and advertising.
Features:
·
Polygon and
subdivision modelling
·
Surface
modelling
·
Zbrush GOZ
Support
·
Unity Game
engine support
·
Autodesk
Geometry Cache support
AutoCAD:
AutoCAD is a
commercial software application for 2D and 3D computer-aided design (CAD. Hence
Auto”CAD”) and drafting. AutoCAD is developed and produced by Autodesk media
and entertainment. The software is used across a range of industries such as
architects, graphic designers and project managers among others.
Features:
·
Coordination
modelling
·
Reality
computing
·
Surface
curve extraction tool
Cinema 4D:
CINEMA 4D is
a 3D modeling, animation and rendering application developed by MAXON Computer
GmbH. The software is capable of procedural and polygonal/subdiv modelling,
animating, lighting, texturing, rendering, and common features found in 3D
modelling applications.
Features:
·
Flexible
sculpting tools/Integrated sculpt system
·
Mirroring
and masking
·
Mesh
projection
File formats
.3ds: Native file format used by Autodesk’s 3Ds Max. It is a binary file
format.
.mb: Similar to .3ds for 3Ds Max, .mb is the file format native to
Autodesk’s Maya. This file format, believe it or not, is also binary.
.lwo: A .lwo file is the file extension used for a LightWave 3D Object
File, developed by NewTek.
.c4d: A .c4d file is a Cinema 4D Model File developed by MAXON.
Plug-ins: In computing, a plug-in (or add-in / addin, plugin, extension or
add-on / addon) is a software component that adds a specific feature to an
existing software application. When an application supports plug-ins, it
enables customization. The common examples are the plug-ins used in web
browsers to add new features such as search-engines, virus scanners, or the
ability to use a new file type such as a new video format.
Constraints
Polygon
count: The polygon count refers to the number of polygons being rendered per
frame. The higher the number of polygons in a model the more detailed it is,
but it takes up more memory and is harder to run.
File size: The amount of data
inside a file. The more detailed the model, the higher the file size. If a file
is large it is going to be difficult to store and move between devices.
Rendering time: The time it takes
to generate an image from a 2D or 3D model.