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1. Application of 3D:
3D/CGI is used to design, create and produce many different things for all
forms of media. 3D is also used throughout various creative industries
such as product design, architecture, engineering, mathematics, web,
animation, education, film, TV and games, in order to sculpt model and
build locations such as places or buildings, characters, objects and
products that are in the process of being designed or produced. In this
section I am going to talk more in-depth about how 3D is applied and used
in these industries.
Modelling:
3D design and modelling is used to create and manufacture visual
examples and prototypes in order to create a digital representation of a
product, to show what it will actually look like to a client. Digital modelling
is a good way of doing this as the softwares used allow the designer to
manipulate the object viewpoint so prototype can be viewed fro any
position and angle, this process is also more time efficient and allows for
more high quality work as you are able to fix and alter any mistakes at
easily at anytime. The 3D designer is able to construct simulations that
show what the product looks like and how the product would perform
under different conditions.
Architecture:
When it comes to architecture 3D has changed the game for the renderers
who are responsible for producing drawings of blueprints and plans into a
relatively realistic pictures of what the building being designed should look
like, essentially these images would be the first pictures of the building.
However nowadays the power of 3D rendering all of this is typically done
using CGI, giving the added bonus of being able to add depth and motion
that exemplifies and shows these prototypes from all angles of vision
including a birds-eye or ground perspective view. This makes it a given
that the client would prefer this method as it give them more of an insight
as to what their project is going to turn out like. This method additionally
gives the ability to create a structure that can be viewed from inside, so
the client can see the exact construction and arrangement of the
architecture.
Because of the new and revolutionary style of 3D video game, the cross
over from cartages to CDs were become more popular as they allowed a
more multifaceted and complex rendering system which was utilized by
being able to hold 3D CGI content in more superior and improved way, as
they conveniently had more space.
3D games were marketed at a wide range of people as many enjoyed the
new ability to wander around freely in the virtual worlds, this quality was
something no other game had ever offered giving the user a more lifelike
environment for them to immerse themselves in. This was a big step in
gaming history and made it very apparent in the selling scale that the
gaming users wanted more of this, this game style has really given
entrance to more advanced and newer genres that were built upon this
and werent really reaching their full potential until now.
Animation in film:
procedure, functions along with tools that allow the programmer to build
software applications, this is done by providing the developer with basic
and standard commands that allow them to preform basic operations so
that it is not needed for them to compose the code needed from scratch.
API was originally designed to make program development easier by
taking all of the key pieces and aspects the programmer needs in order to
develop a program and organising and condensing them so that all the
programmer has to do is put them in the correct places. An API can be
made in many different formats such as POSIX, Microsoft windows API.
APIs even exist in the libraries of programming language for example the
standard template library in C++ and the java API. API is extremely
important in terms of 3D as is directly links the interface of the CGI to the
program.
Direct3D
A commonly know API is Direct3, as it was used as the graphics API for the
Xbox and the Xbox 360 and the operating system for Microsoft windows as
it is a subsection of Microsofts DirectX graphics API. This API was
implemented in the Xbox because it was designed specifically for video
games where performance is very demanding. This API is able to realise
when detailed 3D graphics are rendering, along with this it is able is
provide programming commands that the system is capable of using in
order to improve and regulate performance.
OpenGL:
Another significant part of API is OpenGL which stands for Open graphics
library, this part of API contains libraries that are considered
implementations as the as so vitally needed for API to work. This part of
API is much more universal as it is so widely used on many different
platforms and in many different formats, this is why graphics cards
typically necessitate an OpenGL implementation, this means it is
extremely more adaptable. This means the OpenGL compatibility is much
higher than the other specification like Direct3D and would be able to be
used on other devices and updated hardware, as applications that are
written using this can be used with various different types of graphics
cards.
Graphics Pipeline:
In terms of 3D CGI graphics pipelines otherwise known as rendering
pipelines are the algorithms which are contained within scenes and
objects that allow them to be converted into flat video and images. Along
with OpenGL and Direct3D graphic pipelines are also a part of API system.
This is the part that outputs the information taken from input, which is the
three dimensional primitive, into a 2D bitmap image. Below is a map that
shows how a graphics pipeline operates and how the algorithm is
essential to it working as envisioned.
Clipping:
Clipping is another essential process
which is used ultimately use in order to
make a game or program run faster, it
does this by making sure that anything
made out of geometric shapes and or
polygons outside the port of view is
completely disregarded and not rendered.
This process allows masses of unneeded
scenes not to be rendered, in tern cutting
down rendering time and allowing more
memory for the tasks that need it for
processing.
Projection Transformation:
Projection transformation is the ability/ method of creating a lifelike and
realistic perspective, using the distance and sizing to make objects appear
closer and further away from the camera, in doing this objects closer to
the camera are made larger and objects further away from the camera are
made smaller. Projection transformation is often confused with
orthographic projection however this is where the objects consistently
stay the regardless of the distance between them and the camera. In
order to achieve projection transformation there is an algorithmic formula
that can be used, this is done by dividing the X and Y coordinates of each
vertex of each primitive by it's Z coordinate (Distance away from the
camera). Projection transformation is the viewpoint of the player, that
starts small which increases towards the horizon rather than a simple
parallel straightforward, rectangular view.
Viewport transformation:
This is the process that determines whether or not if a 3D scene should be
converted and made into a raster image, this is done by adding a new
scale to the vertices, to find this scale the window width is multiplied, then
a bias is added which determines the offset from the screen origin. Once
this is done the only visible items that can be seen inside the frame will be
the objects that were rendered which became rasterized scan converted
flat images.
Scan conversion or Rasterization:
4. Mesh Construction
Box modelling
Box modelling is a very popular method, essentially its the process of
transforming a very basic 3D shaping into another that is or looks to be
more complex, this is done by using two simple tools in order to create
and construct meshes. Typically box modelling involves starting out with
the shape of a basic primitive box, which is then manipulated using the
various methods involved in meshing.
First of all, this process starts out using the subdivision tool, which allows
the creator to split the faces of a shape into many smaller pieces, this is
done by adding new vertices and then connecting them. For example, If
you wanted to subdivide a square, you could subdivide it once which
would add one vertex in the centre and one on each edge, resulting in
four smaller squares.
An alternative method which is used includes extruding, the extrude tool
allows the user to distort a shape by dragging it outwards which elongates
the shapes faces or invert a shape faces. The extrude tool does this by
creating new faces of the same size directly on top of the original ones,
however as they are connected to each of the existing edges by a face, it
allows them to give the illusion of the shape being extended or distorted,
it is also a very quick and easy way of doing this which is why it is a very
efficient way of box modelling.
(http://sillord.free.fr/wip/tutotopology/textrusion_fichiers/boxtohead.jpg)
Extrusion modelling:
Another technique used for 3D modelling is extrusion modelling also
known as inflation modelling, similar to the last method this technique
utilizes the process of lengthening and shortening polygons from its
origin, this is where two dimensional shapes are created, typically using
placed joints and linking them together; this create polygons. Usually this
is traced from a photograph or drawing.
The object being made is usually drawn from two separate angles, these
drawings will act as guides for the creator to line the features up with as
they extrude and shape the 3D objects.
Extrusion modelling is a method that is commonly used for creating faces
and heads due to the complex shapes and forms, whilst it can take a long
time, it generally gives a much or organic and natural effect. A way of
shortening the time taken to create symmetrical object is to create half
and then duplicate the half formed extrusion. This shortcut is not
exclusive to extrusion modelling.
Primitive modelling
Primitive modelling is a less commonly used technique in the 3D design
world today as it is a very simple method, that only allows for very basic
creations. The process of primitive modelling is almost done in one click,
as all it involves is creating objects and combining them with primitives in
order to make them larger and to create new shapes. This method is
known for not being very effective to produce any complex shapes and so
is only really used to create very simple and harsh objects.
Specialised modelling
When in need of a modelling technique that is something a bit more
natural looking and detailed, specialised modelling is a good method to
use in order to achieve that. There are a few different ways of
constructing high or low detailed meshes exist, which is what specialised
modelling is used for. 3D scanners can be used to achieve and produce
incredibly high detail meshes based on real world objects, in a very
efficient way but these devices are very expensive meaning they are
usually reserved for researches and industry professionals who need and
require that that high level of accuracy and sub-mill metric digital
representations of an object.
5. 3D Development software:
There are many computer grograms and pieces of software that's are
available online for free download and for purchase, that are made for the
creation and production of 3D modelling and CGI production. In fact, there
are so many out there that new creators can often get confused as to
which one they should use and for what modelling purpose they should
use them for, even though most of them are actually extremely similar
and it all based on personal preference and experience. The following list
is a group of examples of popular 3D modelling softwares used vastly
throughout the 3D production creative industry.
3d Tin
This software is a free online program, designed for the production of 3D modelling, it is not
very advanced and would probably struggle to create anything as high quality as on a
software like Maya for instance. All the models created on this program can be stored on the
cloud and can be exported using the following formats such as DAE, STL and OBJ.
3ds Studio Max
AC3D
This next software which is AC3D was design for the creation of 3D video
games, these would typically start out as prototypes and my then be
taken to be be fully produced. This software costs around $99 to buy, but
the high price may not be worth it as as the software is not up to par with
other more expensive software designed for the same use. The type of
games that would be made using this software would probably be virtual
reality, flight simulation, scientific, medical and general data visualization,
AutoCAD
Next is Autodesk AutoCAD this is one of the most sort after industry used
3D CAD softwares, it leads the design, drafting, modelling, architectural
drawing and engineering software industry for education purposes. This
software is known as the best in-class customizable and extendable CAD
application as it truly allows any field of 3D design to excel when in its
use. However, AutoCAD is very expensive due to its impress industry use
and being such a height quality program its current retail price is around
$1500.
Maya
Auto desk Maya 3D one of the CGI animation industries top programs of
choice, due to the high quality of production value that the software
offers, it was used to produce monsters Inc. and other Disney Pixar 3D
animations. Maya is a very expensive program at a price of over $3000,
however is available for free download on the Maya website for students.
This software offers an amassing work flow along with a complete
comprehensive set of tools for the production of 3D animation, modeling,
simulation, visual effects, rendering, match moving and compositing on a
highly extensible production platform.
SolidWorks
Next is solidwords, this is the worlds number one 3D CAD software used
for product design engineering. This program has accumulated over
1,400,000 users world wide at more than 136,800 locations.
Zbrush
This software is seen to be revolutionary in the world of 3D design as it
allows the user to digitally sculpt and paint whilst using its proprietary
pixol technology, this is good because it stores colours, material lighting
and depth information for all objects within the scene, along with the
programs very powerful features, it creates a very intuitive workflow
which is very efficient to work with.
Constraints:
The file size is how long a computer file is in bytes. The majority of an
objects file size is made up from the vertex and polygon counts, typically
they are referred to as the cost. A 3D games character can have any
number of polygons making up their structure, from a few hundred to
more than 40,000; the greater the number of polygons, the greater the
amount of detail. This also means the greater the the time required for
rendering; developers must find a happy medium, different machines can
handle and process a different number of polygons or vertices. For
example, high end computer consoles, will be able to process and display
many more polygons and vertices, whilst a smaller device, such as a
smartphone will generally only be able to handle much smaller file sizes,
with simple graphics.
A polycount is the total number of polygons found with in a 3D shape.
Polygons are used in game development. The vertex count is usually
considered far more important for performance than the polycount;
ultimately there will always be more vertices than polygon and these will
typically be what is used during processing and rendering. The vertices
are duplicated over the breaks, these aid in creating a smoother finish,
however the greater the number of vertices, the slower the generals
programs or devices will run; it can also increase memory cost.
The process of creating an image through using a scene file within a
computer program; the scene file contains objects, which have been made
and merged into a strictly defined structure, these mouldings are
generally meticulously measured. The scenes include geometry, view
point, shading information and lighting of a virtual scene, this data is then
input into a rendering program. Once the data is processed the output is
either a digital file or raster graphics image file; the final process to
creating a 2D image or an animation.
Real time rendering is an area of computer graphics is where the viewer
can interact with synthetic images or a virtual environment. Typically, this
is found in video games and the loading rate is approximately 20 to 120
frames per second. The goal of real time processing is to present the
viewer with as much information as the eye can process within a fraction
of a second. Th following of these frames eyes give the illusion of
movement, this is what the digital art and animation community tries to
bring forth.