Tuesday, 28 April 2015

HA7 Task 6


Constraints:

Polygon Count And File Size:

Their are lots of advantages to making 3d graphics compared to 2d graphics, however their are limitations to making 3d graphics which might not occur in 2d. For example, when creating 3d graphics yuo have to consider your poly count? Your poly count is the amount of poly’s being rendered per frame, you render your 3d graphics in a wire frame state first rather than shaded becasue it is much quicker. The poly’s are what make up the 3d object and the more complex and detailed the object the higher the poly count will be.
Another problem with having a high poly count is that the file size will be very high, an this general means you will need a high quality CPU (Central processing unit) to render your work. The better the CPU the more poly’s it can handle and render at once so this gives you quicker work pace but this type of high end equipment has a high end price tag and is expensive so not everyone can afford this type of equipment.

Polygons Vs Triangles

All 3D objects that we see on the computer screen are actually made of tiny little geometrical objects often called primitives. Quadrilaterals, triangles, n-gons etc. are example of primitives. We will concentrate on triangles mostly because of one main reason: every object can be split into triangles but a triangle cannot be split into anything else than triangles. Because of this, drawing triangles is a lot simpler than drawing polygons of higher order; less things to deal with. This is why those triangles are so commonly used in computer graphics.

Rendering Time:

In 3-D graphic design, rendering is the process of add shading, color and lamination to a 2-D or 3-D wireframe in order to create life-like images on a screen. Rendering may be done ahead of time (pre-rendering) or it can be done in on-the-fly in real time. Real-time rendering is often used for 3-D video games, which require a high level of interactivity with the player. Pre-rendering, which is CPU-intensive but can be used to create more realistic images,  is typically used for movie creation.

Real-time

Real-time rendering is one of the interactive areas of computer graphics, it means creating synthetic images fast enough on the computer so that the viewer can interact with a virtual environment. The most common place to find real-time rendering is in video games. The rate at which images are displayed is measured in frames per second (frame/s) or hertz (Hz). The frame rate is the measurement of how quickly an imaging device produces unique consecutive images.

Non Real-time

Animations for non-interactive media, such as feature films and video, are rendered much more slowly. Non-real time rendering enables the leveraging of limited processing power in order to obtain higher image quality. Rendering times for individual frames may vary from a few seconds to several days for complex scenes. Rendered frames are stored on a hard disk then can be transferred to other media such as motion picture film or optical disk. These frames are then displayed sequentially at high frame rates, typically 24, 25, or 30 frames per second, to achieve the illusion of movement.
When the goal is photo-realism, techniques such as ray tracing or radiosity are employed. This is the basic method employed in digital media and artistic works. Techniques have been developed for the purpose of simulating other naturally-occurring effects, such as the interaction of light with various forms of matter. Examples of such techniques include particle systems (which can simulate rain, smoke, or fire), volumetric sampling (to simulate fog, dust and other spatial atmospheric effects), caustics (to simulate light focusing by uneven light-refracting surfaces, such as the light ripples seen on the bottom of a swimming pool), and subsurface scattering (to simulate light reflecting inside the volumes of solid objects such as human skin).

Reflection/Scattering

This is basically how reflective your object is, how the ground texture and light interact with it overall.

Shading

Shading is how the shadow of your object is projected onto another surface and also allows us to see where the light source is coming from.


HA7 Task 5


Development Software:


3D Studio Max:

Autodesk 3ds Max, formerly 3D Studio Max, is a professional 3D computer graphics program for making 3D animations, models, games and images. It is developed and produced by Autodesk Media and Entertainment. It has modeling capabilities, a flexible plugin architecture and can be used on the Microsoft Windows platform. It is frequently used by video game developers, many TV commercial studios and architectural visualization studios. It is also used for movie effects and movie pre-visualization.In addition to its modeling and animation tools, the latest version of 3ds Max also features shaders (such as ambient occlusion and subsurface scattering), dynamic simulation, particle systems, radiosity, normal map creation and rendering, global illumination, a customizable user interface, and its own scripting language.


Maya:

Maya is an animation and modeling program used to create three-dimensional ( 3-D ), full-motion effects. Maya incorporates the natural laws of physics to control the behavior of virtual objects in computer animation. Maya can produce videos that are more life-like than has been possible with less sophisticated programs. Versions are available for both IBM-compatible and Macintosh operating systems. Until the development of Maya (and similar programs such as Fizt ), realistic rendering of certain natural effects, such as smoke blowing in a breeze, the rotation of clouds and dust in a tornado, or the sag and movement of clothing caused by gravity, was difficult or impossible to achieve. In addition to simulating the movements of objects and particles, Maya makes it possible to portray emotions in animated characters by enhancing facial expressions and the realism of body language. Some technical people at animation studios have begun taking courses in Maya. The program has been used in numerous movies, including Twister and Stuart Little .

Lightwave:

LightWave 3D combines a state-of-the-art renderer with powerful, intuitive modeling, and animation tools. Tools that may cost extra in other professional 3D applications are part of the product package, including 999 free cross-platform render nodes, support for Windows and Mac UB 64 and 32-bit operating systems, free technical support and more. LightWave is enjoyed worldwide, as a complete 3D production solution for feature film and television visual effects, broadcast design, print graphics, visualization, game development, and Web. LightWave is responsible for more artists winning Emmy Awards than any other 3D application.
Major Studios and Post-Production Houses spend years assembling their custom pipelines, often at great expense and requiring large numbers of technical staff to maintain. Those complex pipelines are perfect for companies with hundreds of employees, but can be overkill for the majority of studios around the world with 40 employees or less.
LightWave fits seamlessly into large multi-software pipelines - with its powerful interchange tools including FBX, ZBrush GoZ, Collada, Unity Game Engine Support, and Autodesk Geometry Cache. Unlike other software packages, LightWave offers artists and studios a complete end-to-end solution right out of the box. Robust polygonal and subdivision surface modeling, unique. Interchangeable layered and nodal texturing, along with powerful dedicated node material shaders. Powerful animation and rigging tools. Eye-popping volumetric and dynamic effects systems. A production proven, award-winning Global Illumination render engine - built in. You decide what workflow or pipeline suits you best and LightWave puts all of the tools in your hands.

Blender:

Blender is the free and open source 3D creation suite. It supports the entirety of the 3D pipeline—modeling, rigging, animation, simulation, rendering, compositing and motion tracking, even video editing and game creation. Advanced users employ Blender’s API for Python scripting to customize the application and write specialized tools; often these are included in Blender’s future releases. Blender is well suited to individuals and small studios who benefit from its unified pipeline and responsive development process. Examples from many Blender-based projects are available in the showcase.
Blender is cross-platform and runs equally well on Linux, Windows and Macintosh computers. Its interface uses OpenGL to provide a consistent experience. To confirm specific compatibility, the list of supported platformsindicates those regularly tested by the development team.

Cinema 4D:


ZBrush:

ZBrush is a digital sculpting tool that combines 3D/2.5D modeling, texturing and painting. It uses a proprietary "pixol" technology (see below) which stores lighting, color, material, and depth information for all objects on the screen. The main difference between ZBrush and more traditional modeling packages is that it is more akin to sculpting.
ZBrush is used for creating high-resolution models (able to reach 40+ million polygons) for use in movies, games, and animations, by companies ranging from ILM to Electronic Arts. ZBrush uses dynamic levels of resolution to allow sculptors to make global or local changes to their models. ZBrush is most known for being able to sculpt medium to high frequency details that were traditionally painted in bump maps. The resulting mesh details can then be exported as normal maps to be used on a low poly version of that same model. They can also be exported as a displacement map, although in that case the lower poly version generally requires more resolution. Or, once completed, the 3D model can be projected to the background, becoming a 2.5D image (upon which further effects can be applied). Work can then begin on another 3D model which can be used in the same scene. This feature lets users work with complicated scenes without heavy processor overhead.

Sketchup:

SketchUp (formerly Google Sketchup) is a 3D modeling computer program for a wide range of drawing applications such as architectural, interior design, civil and mechanical engineering, film, and video game design — and available in a freeware version, SketchUp Make, and a paid version with additional functionality,SketchUp Pro.
SketchUp is currently owned by Trimble Navigation, a mapping, surveying, and navigation equipment company. The company was independent from 2000 to 2006 and owned by Google from 2006 to 2012.
The program's authors describe it as easy to use. There is an online open source library of free model assemblies (e.g., windows, doors, automobiles, etc.), 3D Warehouse, to which users may contribute models. The program includes drawing layout functionality, allows surface rendering in variable "styles", supports third-party "plug-in" programs hosted on a site called Extension Warehouse to provide other capabilities (e.g., near photo-realistic rendering), and enables placement of its models within Google Earth.

File Formats:

A file format is a standard way that information is encoded for storage in a computer file. It specifies how bits are used to encode information in a digital storage medium. File formats may be either proprietary or free and may be either unpublished or open.
Some file formats are designed for very particular types of data: PNG files, for example, store bitmapped images using lossless data compression. Other file formats, however, are designed for storage of several different types of data: the Ogg format can act as a container for different types of multimedia, including any combination of audio and video, with or without text (such as subtitles), and metadata. A text file can contain any stream of characters, including possible control characters, and is encoded in one of various character encoding schemes. Some file formats, such as HTML, scalable vector graphics, and the source code ofcomputer software are text files with defined syntaxes that allow them to be used for specific purposes.

HA7 Task 4


Mesh Construction:


Polygonal Modelling:

  1. In 3D computer graphics, polygonal modeling is an approach for modeling objects by representing or approximating their surfaces using polygons. Polygonal modeling is well suited to scanline rendering and is therefore the method of choice for real-time computer graphics. https://en.wikipedia.org/wiki/Polygonal_modeling

Primitive Modelling:


Primitive modelling is when you take the most basic shapes that the software has such as cubes, spheres, cylinders, etc..and with just these shapes you put them together to create a full 3D model using only these and maybe a few tools such as bevel to get the shape right.

Box Modelling:

A 3D modeling technique in which the artist begins with a low-resolution primitive (typically a cube or sphere) and modifies the shape by extruding, scaling, or rotating faces and edges. Detail is added to a 3D primitive either by manually adding edge loops, or by subdividing the entire surface uniformly to increase polygonal resolution by an order of magnitude.

Extrusion Modelling:


Extrusion modelling is when you take a flat 2D shape that you created or many have already created previously and use the extrusion tool to make it 3D. This is useful because it is easier to create a 2D shape than it is a 3D one and also allows you to create like a jigsaw puzzle and then just slot the pieces into place after extruding them.

Sketch Modelling:

Sketch-based modeling is a method of creating 3D models for use in 3D computer graphics applications. Sketch-based modeling is differentiated from other types of 3D modeling by its interface - instead of creating a 3D model by directly editing polygons, the user draws a 2D shape which is converted to 3D automatically by the application.Sketch-based modeling is primarily designed for use by persons with artistic ability, but no experience with 3D modeling programs. However, sketch-based modeling is also used for other applications. One popular application is rapid modeling of low-detail objects for use in prototyping and design work.

3D Scanners:


3D scanners have become widely popular as this makes 3D modelling very easy. All you have to do is scan the objects and the software/technology will automatically create the 3D object for you.



HA7 Task 3


Geometric Theory:


Geometry:

Geometry is the visual study of shapes, sizes, patterns, and positions. It occurred in all cultures, through at least one of these five strands of human activities: 

1. building/structures (building/repairing a house, laying out a garden, making a kite)

2. machines/motion (using a pry-bar, riding a bike, sawing a board, swinging) 

3. navigating/star-gazing (How do I get from here to there?, using maps) 

4. art/patterns (designs, symmetries, representations)
5. measurement (How big is it?, How far is it?)  

The Cartesian Coordinates System


Cartesian coordinates, also called rectangular coordinates, provide a method of rendering graphs and indicating the positions of points on a two-dimensional (2D) surface or in three-dimensional ( 3D ) space. The scheme gets its name from one of the first people known to have used it, the French mathematician and philosopher RenĂ© Descartes (1596-1650). The Cartesian coordinate system is used to define positions on computer displays and in virtual reality (VR) renderings. The system is also employed in mathematics, physics, engineering, navigation, robotics , economics, and other sciences.Cartesian three-space, also called xyz -space, has a third axis, oriented at right angles to the xy -plane. This axis, usually called the z axis, passes through the origin of the xy -plane



Geometric Theory And Polygons


Polygons are what make up the actual model when it is finished, a complete model could have thousands of polygons which is then known as a mesh.

Primitives 

The term geometric primitive in computer graphics and CAD systems is used in various senses, with the common meaning of the simplest (i.e. 'atomic' or irreducible) geometric objects that the system can handle (draw, store). Sometimes the subroutines that draw the corresponding objects are called "geometric primitives" as well. The most "primitive" primitives are point and straight line segment, which were all that early vector graphics systems had. In constructive solid geometry, primitives are simple geometric shapes such as a cube, cylinder,sphere, cone, pyramid, torus.

Surfaces


When surfacing a 3D object you have to create a UV map which will look stretched and very strange but when wrapped around the model it will look ordinary.