SlideShare uma empresa Scribd logo
1 de 14
3D–The Basics
3D–The Basics


Use of 3D
Displaying and
 Constructing 3D Models
Examining 3D Software
 Tools
Constraints


Use of 3D
In general, there are fundamental differences between Movie and Game generated assets.
A primary concern is polygon count and efficiency. Currently the only way to model in video
games is by using polygons, which can require a denser mesh to emulate smoother or more
natural looking models such as humans and animals. NURBS models can be created, but
need to be converted and optimized to polygons for use in the game. In pre-rendered
movies, any technique is allowed to create your models.
Movie models can be generated up to millions of polygons using several different
techniques at once. A model consisting of NURBS and polygons as well as subdivision
surface models is normal and completely acceptable.
Gaming models have to be more efficient in their use of modeled details to maintain a
manageable data set to render. The reasoning here is that an efficient streamlined
environment composed of the lower poly assets will render more smoothly and give better
frame to frame renders during gameplay. What your gaming system is in essence, is a
renderer that constantly has the task of rendering each frame of gameplay at 30 frames per
second. Some games hit the magic number of 60 frames a second. If this rate drops during
the game the result is a poor experience and hampered gameplay. This applies to PC games
as well, although they will typically have more processing power to run higher resolution
models.
With constant innovations and improvement in next-gen consoles and technology,
development of more advanced techniques and processes give us more detailed looking
models at a lower cost. One of these advances is the use of normal mapping. A normal
map acts like a bump map, in that is adds surface detail without adding polygons. Normal
maps go a step further because they actually replace the surface normal with new multi-
channel data to represent an X, Y, Z coordinate system. What this means is that we can
create a high resolution model of 2 or 3 million polygons and bake the high resolution detail
down to a normal map that retains the component space data of that high resolution
model. It is then a process to create a streamlined model that emulates the general
proportions of the high density model, but at a much more efficient poly count of 2500, for
example. Once the normal map data is applied to this low-res rendition of our high-res
monster, the model immediately looks more complex geometrically but at an affordable
rendering cost. Movie productions also use Normal Mapping techniques, but the asset that
they use the Normal Map on is typically a more detailed model than the one used in games.

Another difference between movie and game modeling is the fact that not everything needs
to be built for a movie or pre-rendered model. It is common practice for film to only build
those elements in the scene that you can actually see on the screen. In a game
environment, it is necessary to make most things viewable from 360 degrees. Can you
imagine walking around your favorite game level and not seeing the back side of 3D car you
just walked up to? Or not being able to see the back of the character you just spoke to? It
wouldn’t keep you immersed in the game very long. Well in a movie if the camera never
travels to the rear of that set or never moves around the corner, it doesn’t need to be built.
This is certainly true for aspects of the gaming world, like the far off detail of the mountains,
or implied buildings that you as a player can’t actually get to in the game.
A common practice among the two disciplines is that of creating LOD models, or Level Of
Detail models. In a game, when a character carrying a machine gun walks up to you from
the far end of a long hallway, chances are it is not a consistent model the entire journey for
the character or gun. When it is far away, a lower resolution model, with lower resolution
textures is used. The reasoning for this is that the details cannot be discerned at that
length so there is no need to use CPU time to render those higher resolution elements. As
the character approaches, there may be 2 or 3 changes that swap the model and textures
out with higher and higher resolution assets, until it has walked right up to you in camera. If
done properly, these “swap outs” go unnoticed for the most part.

Movie modeling might use aspects of LOD’s too. There are close up models and models
built for distance shots too. The main difference for film models is that rarely do the various
LOD’s have to seamlessly blend. Much of this decision making process lies in the story or
action that needs to be conveyed for that shot. For the very next shot, it may require a
completely different set of assets and details that didn’t apply to the first shot. Typically
there are three levels of modeling that occur for movie models: Block, Medium and
Detailed. Each stage identifies and solves different problems for the production.
 At the block stage, the overall proportions are identified with a simple low detail
model. This helps to define the silhouette of the model and have a low resolution asset
useful for animatics or test renders. Medium level models take the next step and begin by
adding other details onto the Block model that help to define the finished look of the
model. Additions like antennae, guns, rear view mirrors or other details that are not
defining the general shape of the model qualify. This stage helps to identify moving parts
and areas that may require special attention from a technical artist. Finally there is the
Detailed model, which contains all of the detailed parts and pieces on a higher resolution
chassis.
An example utilizing these ideas is a space-ship model that flies past the screen as it speeds
towards its destination. Because we only see the one side of the ship, this is the only part
that needs to be built. This close fly by model needs to have a high amount of detail and
geometry to look convincing.
There are no concerns for efficiently, really, in the movie created asset. As long as the
model can render, it is considered to be acceptable. For a pre-rendered sequence, render
time can be extensive, but typically there are large render farms that can tackle the job.
There is also the safety factor for these models that any render anomaly can be fixed in
Post, where the game model must work all the time at every frame it is rendered in. Other
stipulations sometime burden the game model such as the fact that at times the game asset
must be “water tight”. What this means is that all of the vertices on the model need to be
welded or merged. Render times for real-time shadows and advanced lighting can be
complicated if a model is not sealed at the vertex level, and therefore they take longer to
compute.
It is a common expression that there is a time and place for everything. Nothing could be
more true when discussing modeling for Movies or Games. There are certainly similarities
between the two mediums and many different approaches to solve the task at hand. As
game systems become more and more advanced, these two approaches may become more
and more alike. Perhaps one day there may be no distinction in the modeling process
between the two.
This Article is about the company 3D Museum that describes how they
construct and represent a 3D model.

Laser Scanning
The first step in building a three-dimensional (3D) model is to digitize the
object. A high-speed and high-accuracy laser scanner (Minolta Vivid 910) is
being used, which not only samples the model with high precision, but also
provides rich color information. Due to its light weight, the 3D scanner can
travel with us to other collections.
                           Data Processing
The raw 3D scan data need to be processed to produce a complete surface
model of the fossil. The crucial step is to accurately merge the individual scans
into a single mesh. Most of our processing is done in Raindrop Geomagic
Studio, but Rapidform has also been used.
 Presentation
For research purposes, high resolution 3D data is being kept, but for data
exchange via the web they reduce the filesize – this guarantees fast and
smooth loading of the 3D objects.
Rapidform offers a 3D compression and publishing tool using ICF (INUS
Compression Format). The two other file formats we are providing, Wirefusion
(WF) and 3D Compression (3DC), are based on VRML (Virtual Reality Modeling
Language). 3DC files do not preserve the vertex colors of VRML files, leaving
fossil images monotone.

Sources: http://www.siggraph.org/publications/newsletter/volume-41-
number-2/modeling-techniques-movies-vs-games,
http://en.wikipedia.org/wiki/Video_game, http://www.guardian.co.uk/life-in-
3d/gaming-and-3d-technology,
http://www.cyberjam.com/3d_interactive_media.html,
http://3dmuseum.org/?page_id=241
3D Modelling Techniques
Drafting has come a long way from blueprints into the new world of 3D Modeling where
files can be updated almost instantly, and sent online through email. CAD designers can
create computer files with CAD software which can be read by manufacturing machines to
produce products. The 3D CAD designer is the one who actually materializes the 3D model.
CAD drafting services offer a wide array of services to the public also.

With the new advancements in technology recently, almost every type of technical drawing
is done with the use of computers. Blueprints are still used in the field, and for other
reasons, but all the drawings are done on a computer. In the past if an update needed to be
made to the blueprints the draftsmen would have to either erase, or start all over. With CAD
though, the draftsmen will simply open the file, and make the necessary changes. Another
great feature is that the file can be saved to your computer, some type of external hard
drive, or online. Just make sure its somewhere safe.

The person behind the scenes of 3D modeling is the CAD designer. They use special CAD
software to create the 3D models. Within the software the developers have incorporated
tools for creating lines, circles, arcs, and other 2D related objects. Also this software has
commands for sculpting, cutting, revolving, mirroring, and other 3D tools. Also the software
has the ability to render images with color, texture, lighting, and backgrounds. With all of
this at the CAD designers disposal, anything imagined can be designed.

Drafting encompasses many different practices and principles within it. There is mechanical
drafting, architecture drafting, civil drafting, electrical drafting, structural drafting, drafting
for plumbing, 3D modeling, and drafting for just about anything you can imagine. CAD
software has designed programs for each one of these fields and has made special
accommodations for each. For example, within architectural programs there is a command
for creating walls, doors, roofs, slabs, and other architectural features. This allows the CAD
drafter to work much faster, and be more efficient within drawing.

3D models have allowed the design process to be done more accurately and efficiently than
in the past. Drafting has had many changes over the years, and updates to CAD software are
made routinely. These new type of blueprint are much more flexible and allow for changes
to be made at a moments notice. Once a design is complete it can go directly to the
manufacture to be developed. CAD is used with everything from architecture to inventions
and is the main tool used in any type of technical drawing. This technology allows engineers
to examine work before production, and has made life on the general public more safe.
Displaying and Constructing 3D Models
Modeling is the first part of the graphic pipeline. When we are modeling in 3D
we are in Cartesian space. When we are modeling we use shapes; the most
basic ones e.g. cone, cylinder, sphere, box.

In 3D animation, a polygon is the exact same thing, only these polygons are
connected to build your 3D model. Individual polygons are stitched together
along the sides or at the vertex points to create the full model. Think of it as
putting together puzzle pieces to create a whole, except that rather than
seeing a printed image on the pieces, you're instead forming a whole other
three-dimensional shape whose boundaries and volume are defined by smaller
two-dimensional shapes. Polygons are the wrapper on the chocolate Easter
bunny; the candy coating on your M&Ms.

More polygons in a model can mean more detail and smoother renders, but it
can also mean longer render times and more problems caused by overlapping
lines and vertices.

Application Programming Interface
(API):
Application Programming Interface (API) is a set of functions and rules that a
computer use to communicate with each other to do certain jobs, just like how
a player communicates to a game by pressing a certain button to do certain
action. (application programming interface, eg Direct3D, OpenGL; graphics
pipeline, egmodelling, lighting, viewing, projection, clipping, scan conversion,
texturing and shading,display; rendering techniques (radiosity, ray tracing);
rendering engines; distributed rendering techniques;lighting; textures; fogging;
shadowing; vertex and pixel shaders; level of detail.)
Constraints
The 3 main constraints that are used in 3D modeling are:

     Polygon count
     File size
     Rendering Time.



Polygon count is easy to understand, this is important as the processor has to calculate the
position of each and every vertex of each and every polygon used to make up that model, so
more polygons means more processor power is needed, which in turn means that there’s
less processor power for everything else needed to make the game run smoothly. This
makes the frame rate in game drop dramatically and a ‘lag’ experience for the player and
can be avoided simply by reducing the polygon count of less important models or removing
polygons that just are not needed.



File size is less of a constraint but in the past it was a big problem, where 128MB was the
maximum size of a cartridge. Whereas today a shot 4 hour game can exceed 4GB, to make
sure many hours of gaming was achieved came down to reducing the file size by taking out
things that weren’t necessary or cut down on models which became hard when trying to
make the game look as good as it could be.



Rendering time I would say is the second most important constraint, game need to be able
to render objects and textures easily and quickly to get a seamless experience, the longer it
take to render an object it would lower the frame rate of the game and also you will
randomly encounter, for example a wall of a building, which you thought was an entrance,
appearing right before your eyes when trying to walk past it, it becomes very unrealistic and
dampening down the entire experience. To reduce render times, game developers make it
where only close objects will render and only far away object would render when you come
into a certain distance from them, this also works the other way round, when you get a
certain distance away from an object, it will stop being rendered, this saves processor
power and prevents the game from having a low frame rate.
Rendering:
Rendering is a way to display 3d objects, lighting and textures together, to
create an image or animation from the data sent by the 3D modeling program.
There are 4 types of renders:

       Rasterize
       Raycasting
       Raytracing
       Radiosity


Rasterize:
Rasterize is majorly used on real time applications such as games. It is done similarly to what
most technologies in digital graphics of any sort uses to display a render, instead of
rendering the whole scene pixel by pixel, it renders the geometries that you see on screen
and it will change accordingly. A good example of rasterizing would be Oblivion as you travel
across the land of Tam riel.Rasterization is performed by a raster image processor (RIP),
which turns text and images into the matrix of pixels (bitmap) that will be displayed on
screen or printed on the page. Various conversions may take place. For example, the
mathematical coordinates of vector and outline fonts as well as vector drawings must be
converted into bitmaps. Existing bitmaps may have to be scaled into different-sized
bitmaps.Unless output is printed on a vector graphics plotter, which literally draws the
illustration with pens, all text and graphics must be rasterized into a bitmap for display or
printing.
Raycasting:
Raycasting is similar to Raytracing since they both share similar algorithms. The only thing
that distinguishes the two is that Raycasting is a faster version of Raytracing and that it
cannot render secondary rays, where asRaytracing can.Ray Casting is the graphic technique
of using 2D data to display what would look like a 3D environment. This technique has been
used in games such as Wolfenstein 3D, and even more advanced in the Doom series. Rays
are drawn from the point the player would be in to the environment to the front. Wherever
each ray hits, that distance is recorded into the appropriate column of pixels. When all of
the pixels are allotted, the screen will appear to look 3D.


Raytracing:
Ray tracing is a technique that renders out an image by casting out rays onto the scene and
as the rays cast upon the geometry, the colour value of that pixel is calculated. It can
produce high degree of visual realism, but it will cost time to render the scene. It is capable
of simulating different variety of visual effects such as reflection (an example would a glass),
scattering (where the light rays hits the geometry and it bounces back and scatters) and
refraction (refraction is used on water or air and it will change depending on the change of
direction).

Example of using raytracing:
Radiocity:
Radiosity is a technical term in which it is uses two types of lights, an incident
light (in which the light source hits onto the subject) and a reflective light
(where the light reflects off from the subject’s surface). This is used especially
on interior design.

Example of using Radiosity:




and a video example http://www.youtube.com/watch?v=NO3uvnbwCKM


Vertex Lighting:
Vertex Lighting (also known as Gouraud shading) is a method that is used to
display and simulate differing effects of light across the surface of a 3d object.
This is done by calculating the vertices around the subject as well as where the
light source is projecting at, the more amount of vertex there is, the better the
specualar lighting, the lower the amount of vertices there is, the less quality
you will have from a high poly specular lighting.

Distributed rendering

Distributed rendering (also known as DR) is a technique in which lots of
computers are rendering the same scene and that it helps reduce the
rendering time that it originally has.Vray on 3ds Max is capable of doing this
process. The process is done by using TCI/ IP protocols and when you’re using
Vray, there are two things you need to know, there is a Render Clients and
Render Servers.
Sources:
http://animation.about.com/od/glossaryofterms/g/What-Is-A-3d-Polygon.htm

http://www.fastgraph.com/help/3D_clipping.html

http://en.wikipedia.org/wiki/Projective_geometry

http://www.google.co.uk/search?hl=en&q=what+is+clipping+3d%3F&meta

http://www.spot3d.com/vray/help/150SP1/distributed_rendering.htm

http://en.wikipedia.org/wiki/3D_computer_graphics

http://en.wikipedia.org/wiki/3D_model

http://www.best3dsolution.com/services/3d-rendering/

http://www.blender.org/

http://www.pcmag.com/encyclopedia_term/0,1237,t=rasterize&i=50198,00.asp

http://www.giantbomb.com/ray-casting/92-1517/
3D - The Basics
3D - The Basics

Mais conteúdo relacionado

Mais procurados

3D Modeling Techniques : Types and Specific Applications
3D Modeling Techniques : Types and Specific Applications3D Modeling Techniques : Types and Specific Applications
3D Modeling Techniques : Types and Specific ApplicationsThePro3DStudio
 
Introduction to 3D Modelling
Introduction to 3D ModellingIntroduction to 3D Modelling
Introduction to 3D ModellingCosimo Orban
 
3D Final Work
3D Final Work3D Final Work
3D Final Workconor0994
 
Unit 67 3_d_animation
Unit 67 3_d_animationUnit 67 3_d_animation
Unit 67 3_d_animationDamionVize
 
3D Models and their Primary Characteristics
3D Models and their Primary Characteristics3D Models and their Primary Characteristics
3D Models and their Primary CharacteristicsVeetil Digital Service
 
3D Graphics & Rendering in Computer Graphics
3D Graphics & Rendering in Computer Graphics3D Graphics & Rendering in Computer Graphics
3D Graphics & Rendering in Computer GraphicsFaraz Akhtar
 
L3 u66 modelling 3 d the basics task 1 research
L3 u66 modelling 3 d the basics task 1 researchL3 u66 modelling 3 d the basics task 1 research
L3 u66 modelling 3 d the basics task 1 researchcassie_coyne
 
3 d modeling of objects
3 d modeling of objects3 d modeling of objects
3 d modeling of objectsAmit Kapoor
 
Intro to 3D Workshop
Intro to 3D WorkshopIntro to 3D Workshop
Intro to 3D WorkshopFormlabs
 
3d animation software
3d animation software3d animation software
3d animation softwareisiNCE
 

Mais procurados (20)

3D Modeling Techniques : Types and Specific Applications
3D Modeling Techniques : Types and Specific Applications3D Modeling Techniques : Types and Specific Applications
3D Modeling Techniques : Types and Specific Applications
 
Introduction to 3D Modelling
Introduction to 3D ModellingIntroduction to 3D Modelling
Introduction to 3D Modelling
 
3D Final Work
3D Final Work3D Final Work
3D Final Work
 
Datt2500 week5
Datt2500 week5Datt2500 week5
Datt2500 week5
 
Datt2500 week3
Datt2500 week3Datt2500 week3
Datt2500 week3
 
Unit 67 3_d_animation
Unit 67 3_d_animationUnit 67 3_d_animation
Unit 67 3_d_animation
 
Datt 2500 week 8
Datt 2500 week 8Datt 2500 week 8
Datt 2500 week 8
 
Datt2500 week01
Datt2500 week01Datt2500 week01
Datt2500 week01
 
3D Models and their Primary Characteristics
3D Models and their Primary Characteristics3D Models and their Primary Characteristics
3D Models and their Primary Characteristics
 
Basics
BasicsBasics
Basics
 
3D Graphics & Rendering in Computer Graphics
3D Graphics & Rendering in Computer Graphics3D Graphics & Rendering in Computer Graphics
3D Graphics & Rendering in Computer Graphics
 
Datt2500 week 02
Datt2500 week 02Datt2500 week 02
Datt2500 week 02
 
Getting into 3D
Getting into 3DGetting into 3D
Getting into 3D
 
L3 u66 modelling 3 d the basics task 1 research
L3 u66 modelling 3 d the basics task 1 researchL3 u66 modelling 3 d the basics task 1 research
L3 u66 modelling 3 d the basics task 1 research
 
3 d modeling of objects
3 d modeling of objects3 d modeling of objects
3 d modeling of objects
 
Datt 2500 week 12
Datt 2500 week 12Datt 2500 week 12
Datt 2500 week 12
 
Intro to 3D Workshop
Intro to 3D WorkshopIntro to 3D Workshop
Intro to 3D Workshop
 
Datt 2501 week 10
Datt 2501 week 10Datt 2501 week 10
Datt 2501 week 10
 
3d animation software
3d animation software3d animation software
3d animation software
 
Datt 2500 week 10
Datt 2500 week 10Datt 2500 week 10
Datt 2500 week 10
 

Destaque

3 d computer graphics software
3 d computer graphics software3 d computer graphics software
3 d computer graphics softwareAfnan Asem
 
Introduction to 3D and Modeling
Introduction to 3D and ModelingIntroduction to 3D and Modeling
Introduction to 3D and ModelingCruz4D
 
3D animation film making
3D animation film making3D animation film making
3D animation film makingAakash Gupta
 
applications of computer graphics
applications of computer graphicsapplications of computer graphics
applications of computer graphicsAaina Katyal
 

Destaque (6)

lecture3 color representation in computer graphics(Computer graphics tutorials)
lecture3 color representation in computer graphics(Computer graphics tutorials)lecture3 color representation in computer graphics(Computer graphics tutorials)
lecture3 color representation in computer graphics(Computer graphics tutorials)
 
3 d computer graphics software
3 d computer graphics software3 d computer graphics software
3 d computer graphics software
 
Introduction to 3D and Modeling
Introduction to 3D and ModelingIntroduction to 3D and Modeling
Introduction to 3D and Modeling
 
3D animation film making
3D animation film making3D animation film making
3D animation film making
 
applications of computer graphics
applications of computer graphicsapplications of computer graphics
applications of computer graphics
 
3D Printing
3D Printing3D Printing
3D Printing
 

Semelhante a 3D - The Basics

Semelhante a 3D - The Basics (20)

Ha4 constraints
Ha4   constraintsHa4   constraints
Ha4 constraints
 
Constraints
ConstraintsConstraints
Constraints
 
3D Technology
3D Technology 3D Technology
3D Technology
 
3D Article
3D Article3D Article
3D Article
 
Task 6
Task 6Task 6
Task 6
 
Task 6
Task 6Task 6
Task 6
 
3D Workshop
3D Workshop3D Workshop
3D Workshop
 
Computer game graphics
Computer game graphicsComputer game graphics
Computer game graphics
 
Computer game graphics
Computer game graphicsComputer game graphics
Computer game graphics
 
What is 3D Animation
What is 3D AnimationWhat is 3D Animation
What is 3D Animation
 
Article
ArticleArticle
Article
 
Computer_Graphics.pptx
Computer_Graphics.pptxComputer_Graphics.pptx
Computer_Graphics.pptx
 
1604.08848v1
1604.08848v11604.08848v1
1604.08848v1
 
3 d printing technology
3 d printing technology3 d printing technology
3 d printing technology
 
Y1 gd engine_terminologyhj
Y1 gd engine_terminologyhjY1 gd engine_terminologyhj
Y1 gd engine_terminologyhj
 
Game Engine Overview
Game Engine OverviewGame Engine Overview
Game Engine Overview
 
Task 1 technical file
Task 1   technical fileTask 1   technical file
Task 1 technical file
 
Cg notes
Cg notesCg notes
Cg notes
 
COMUTER GRAPHICS NOTES
COMUTER GRAPHICS NOTESCOMUTER GRAPHICS NOTES
COMUTER GRAPHICS NOTES
 
Drawing the Contrast of Modeling for Games & Movies
Drawing the Contrast of Modeling for Games & MoviesDrawing the Contrast of Modeling for Games & Movies
Drawing the Contrast of Modeling for Games & Movies
 

Mais de hamza_123456

Mais de hamza_123456 (20)

To do list
To do listTo do list
To do list
 
Finacnial issues and market trends
Finacnial issues and market trendsFinacnial issues and market trends
Finacnial issues and market trends
 
Job choices
Job choicesJob choices
Job choices
 
Programming sounds
Programming soundsProgramming sounds
Programming sounds
 
The strongest app idea
The strongest app ideaThe strongest app idea
The strongest app idea
 
Questionnaire results
Questionnaire resultsQuestionnaire results
Questionnaire results
 
Ideas generation
Ideas generationIdeas generation
Ideas generation
 
Development Plan
Development PlanDevelopment Plan
Development Plan
 
App concept schedule
App concept scheduleApp concept schedule
App concept schedule
 
App concept schedule
App concept scheduleApp concept schedule
App concept schedule
 
Skyrim Review
Skyrim ReviewSkyrim Review
Skyrim Review
 
Questionairre Result
Questionairre ResultQuestionairre Result
Questionairre Result
 
Review
ReviewReview
Review
 
Production log
Production logProduction log
Production log
 
Production log
Production log  Production log
Production log
 
Task 1 - Outline
Task 1 - OutlineTask 1 - Outline
Task 1 - Outline
 
Game review
Game reviewGame review
Game review
 
Task 4 - Analysis of a Game
Task 4 - Analysis of a GameTask 4 - Analysis of a Game
Task 4 - Analysis of a Game
 
Sims schedule 170412
Sims schedule 170412Sims schedule 170412
Sims schedule 170412
 
Sims schedule
Sims schedule Sims schedule
Sims schedule
 

Último

Designing IA for AI - Information Architecture Conference 2024
Designing IA for AI - Information Architecture Conference 2024Designing IA for AI - Information Architecture Conference 2024
Designing IA for AI - Information Architecture Conference 2024Enterprise Knowledge
 
Story boards and shot lists for my a level piece
Story boards and shot lists for my a level pieceStory boards and shot lists for my a level piece
Story boards and shot lists for my a level piececharlottematthew16
 
Dev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio WebDev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio WebUiPathCommunity
 
The Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and ConsThe Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and ConsPixlogix Infotech
 
Advanced Computer Architecture – An Introduction
Advanced Computer Architecture – An IntroductionAdvanced Computer Architecture – An Introduction
Advanced Computer Architecture – An IntroductionDilum Bandara
 
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024BookNet Canada
 
Anypoint Exchange: It’s Not Just a Repo!
Anypoint Exchange: It’s Not Just a Repo!Anypoint Exchange: It’s Not Just a Repo!
Anypoint Exchange: It’s Not Just a Repo!Manik S Magar
 
CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):comworks
 
How to write a Business Continuity Plan
How to write a Business Continuity PlanHow to write a Business Continuity Plan
How to write a Business Continuity PlanDatabarracks
 
"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr BaganFwdays
 
Powerpoint exploring the locations used in television show Time Clash
Powerpoint exploring the locations used in television show Time ClashPowerpoint exploring the locations used in television show Time Clash
Powerpoint exploring the locations used in television show Time Clashcharlottematthew16
 
What's New in Teams Calling, Meetings and Devices March 2024
What's New in Teams Calling, Meetings and Devices March 2024What's New in Teams Calling, Meetings and Devices March 2024
What's New in Teams Calling, Meetings and Devices March 2024Stephanie Beckett
 
"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii Soldatenko"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii SoldatenkoFwdays
 
Connect Wave/ connectwave Pitch Deck Presentation
Connect Wave/ connectwave Pitch Deck PresentationConnect Wave/ connectwave Pitch Deck Presentation
Connect Wave/ connectwave Pitch Deck PresentationSlibray Presentation
 
H2O.ai CEO/Founder: Sri Ambati Keynote at Wells Fargo Day
H2O.ai CEO/Founder: Sri Ambati Keynote at Wells Fargo DayH2O.ai CEO/Founder: Sri Ambati Keynote at Wells Fargo Day
H2O.ai CEO/Founder: Sri Ambati Keynote at Wells Fargo DaySri Ambati
 
WordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your BrandWordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your Brandgvaughan
 
Artificial intelligence in cctv survelliance.pptx
Artificial intelligence in cctv survelliance.pptxArtificial intelligence in cctv survelliance.pptx
Artificial intelligence in cctv survelliance.pptxhariprasad279825
 
Gen AI in Business - Global Trends Report 2024.pdf
Gen AI in Business - Global Trends Report 2024.pdfGen AI in Business - Global Trends Report 2024.pdf
Gen AI in Business - Global Trends Report 2024.pdfAddepto
 
Leverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage Cost
Leverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage CostLeverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage Cost
Leverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage CostZilliz
 
SAP Build Work Zone - Overview L2-L3.pptx
SAP Build Work Zone - Overview L2-L3.pptxSAP Build Work Zone - Overview L2-L3.pptx
SAP Build Work Zone - Overview L2-L3.pptxNavinnSomaal
 

Último (20)

Designing IA for AI - Information Architecture Conference 2024
Designing IA for AI - Information Architecture Conference 2024Designing IA for AI - Information Architecture Conference 2024
Designing IA for AI - Information Architecture Conference 2024
 
Story boards and shot lists for my a level piece
Story boards and shot lists for my a level pieceStory boards and shot lists for my a level piece
Story boards and shot lists for my a level piece
 
Dev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio WebDev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio Web
 
The Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and ConsThe Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and Cons
 
Advanced Computer Architecture – An Introduction
Advanced Computer Architecture – An IntroductionAdvanced Computer Architecture – An Introduction
Advanced Computer Architecture – An Introduction
 
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
 
Anypoint Exchange: It’s Not Just a Repo!
Anypoint Exchange: It’s Not Just a Repo!Anypoint Exchange: It’s Not Just a Repo!
Anypoint Exchange: It’s Not Just a Repo!
 
CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):
 
How to write a Business Continuity Plan
How to write a Business Continuity PlanHow to write a Business Continuity Plan
How to write a Business Continuity Plan
 
"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan
 
Powerpoint exploring the locations used in television show Time Clash
Powerpoint exploring the locations used in television show Time ClashPowerpoint exploring the locations used in television show Time Clash
Powerpoint exploring the locations used in television show Time Clash
 
What's New in Teams Calling, Meetings and Devices March 2024
What's New in Teams Calling, Meetings and Devices March 2024What's New in Teams Calling, Meetings and Devices March 2024
What's New in Teams Calling, Meetings and Devices March 2024
 
"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii Soldatenko"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii Soldatenko
 
Connect Wave/ connectwave Pitch Deck Presentation
Connect Wave/ connectwave Pitch Deck PresentationConnect Wave/ connectwave Pitch Deck Presentation
Connect Wave/ connectwave Pitch Deck Presentation
 
H2O.ai CEO/Founder: Sri Ambati Keynote at Wells Fargo Day
H2O.ai CEO/Founder: Sri Ambati Keynote at Wells Fargo DayH2O.ai CEO/Founder: Sri Ambati Keynote at Wells Fargo Day
H2O.ai CEO/Founder: Sri Ambati Keynote at Wells Fargo Day
 
WordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your BrandWordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your Brand
 
Artificial intelligence in cctv survelliance.pptx
Artificial intelligence in cctv survelliance.pptxArtificial intelligence in cctv survelliance.pptx
Artificial intelligence in cctv survelliance.pptx
 
Gen AI in Business - Global Trends Report 2024.pdf
Gen AI in Business - Global Trends Report 2024.pdfGen AI in Business - Global Trends Report 2024.pdf
Gen AI in Business - Global Trends Report 2024.pdf
 
Leverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage Cost
Leverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage CostLeverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage Cost
Leverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage Cost
 
SAP Build Work Zone - Overview L2-L3.pptx
SAP Build Work Zone - Overview L2-L3.pptxSAP Build Work Zone - Overview L2-L3.pptx
SAP Build Work Zone - Overview L2-L3.pptx
 

3D - The Basics

  • 2. 3D–The Basics Use of 3D Displaying and Constructing 3D Models Examining 3D Software Tools Constraints 
  • 3. Use of 3D In general, there are fundamental differences between Movie and Game generated assets. A primary concern is polygon count and efficiency. Currently the only way to model in video games is by using polygons, which can require a denser mesh to emulate smoother or more natural looking models such as humans and animals. NURBS models can be created, but need to be converted and optimized to polygons for use in the game. In pre-rendered movies, any technique is allowed to create your models. Movie models can be generated up to millions of polygons using several different techniques at once. A model consisting of NURBS and polygons as well as subdivision surface models is normal and completely acceptable. Gaming models have to be more efficient in their use of modeled details to maintain a manageable data set to render. The reasoning here is that an efficient streamlined environment composed of the lower poly assets will render more smoothly and give better frame to frame renders during gameplay. What your gaming system is in essence, is a renderer that constantly has the task of rendering each frame of gameplay at 30 frames per second. Some games hit the magic number of 60 frames a second. If this rate drops during the game the result is a poor experience and hampered gameplay. This applies to PC games as well, although they will typically have more processing power to run higher resolution models. With constant innovations and improvement in next-gen consoles and technology, development of more advanced techniques and processes give us more detailed looking models at a lower cost. One of these advances is the use of normal mapping. A normal map acts like a bump map, in that is adds surface detail without adding polygons. Normal maps go a step further because they actually replace the surface normal with new multi- channel data to represent an X, Y, Z coordinate system. What this means is that we can create a high resolution model of 2 or 3 million polygons and bake the high resolution detail down to a normal map that retains the component space data of that high resolution model. It is then a process to create a streamlined model that emulates the general proportions of the high density model, but at a much more efficient poly count of 2500, for example. Once the normal map data is applied to this low-res rendition of our high-res monster, the model immediately looks more complex geometrically but at an affordable rendering cost. Movie productions also use Normal Mapping techniques, but the asset that they use the Normal Map on is typically a more detailed model than the one used in games. Another difference between movie and game modeling is the fact that not everything needs to be built for a movie or pre-rendered model. It is common practice for film to only build those elements in the scene that you can actually see on the screen. In a game environment, it is necessary to make most things viewable from 360 degrees. Can you imagine walking around your favorite game level and not seeing the back side of 3D car you just walked up to? Or not being able to see the back of the character you just spoke to? It wouldn’t keep you immersed in the game very long. Well in a movie if the camera never travels to the rear of that set or never moves around the corner, it doesn’t need to be built. This is certainly true for aspects of the gaming world, like the far off detail of the mountains, or implied buildings that you as a player can’t actually get to in the game.
  • 4. A common practice among the two disciplines is that of creating LOD models, or Level Of Detail models. In a game, when a character carrying a machine gun walks up to you from the far end of a long hallway, chances are it is not a consistent model the entire journey for the character or gun. When it is far away, a lower resolution model, with lower resolution textures is used. The reasoning for this is that the details cannot be discerned at that length so there is no need to use CPU time to render those higher resolution elements. As the character approaches, there may be 2 or 3 changes that swap the model and textures out with higher and higher resolution assets, until it has walked right up to you in camera. If done properly, these “swap outs” go unnoticed for the most part. Movie modeling might use aspects of LOD’s too. There are close up models and models built for distance shots too. The main difference for film models is that rarely do the various LOD’s have to seamlessly blend. Much of this decision making process lies in the story or action that needs to be conveyed for that shot. For the very next shot, it may require a completely different set of assets and details that didn’t apply to the first shot. Typically there are three levels of modeling that occur for movie models: Block, Medium and Detailed. Each stage identifies and solves different problems for the production. At the block stage, the overall proportions are identified with a simple low detail model. This helps to define the silhouette of the model and have a low resolution asset useful for animatics or test renders. Medium level models take the next step and begin by adding other details onto the Block model that help to define the finished look of the model. Additions like antennae, guns, rear view mirrors or other details that are not defining the general shape of the model qualify. This stage helps to identify moving parts and areas that may require special attention from a technical artist. Finally there is the Detailed model, which contains all of the detailed parts and pieces on a higher resolution chassis. An example utilizing these ideas is a space-ship model that flies past the screen as it speeds towards its destination. Because we only see the one side of the ship, this is the only part that needs to be built. This close fly by model needs to have a high amount of detail and geometry to look convincing. There are no concerns for efficiently, really, in the movie created asset. As long as the model can render, it is considered to be acceptable. For a pre-rendered sequence, render time can be extensive, but typically there are large render farms that can tackle the job. There is also the safety factor for these models that any render anomaly can be fixed in Post, where the game model must work all the time at every frame it is rendered in. Other stipulations sometime burden the game model such as the fact that at times the game asset must be “water tight”. What this means is that all of the vertices on the model need to be welded or merged. Render times for real-time shadows and advanced lighting can be complicated if a model is not sealed at the vertex level, and therefore they take longer to compute. It is a common expression that there is a time and place for everything. Nothing could be more true when discussing modeling for Movies or Games. There are certainly similarities between the two mediums and many different approaches to solve the task at hand. As game systems become more and more advanced, these two approaches may become more and more alike. Perhaps one day there may be no distinction in the modeling process between the two.
  • 5. This Article is about the company 3D Museum that describes how they construct and represent a 3D model. Laser Scanning The first step in building a three-dimensional (3D) model is to digitize the object. A high-speed and high-accuracy laser scanner (Minolta Vivid 910) is being used, which not only samples the model with high precision, but also provides rich color information. Due to its light weight, the 3D scanner can travel with us to other collections. Data Processing The raw 3D scan data need to be processed to produce a complete surface model of the fossil. The crucial step is to accurately merge the individual scans into a single mesh. Most of our processing is done in Raindrop Geomagic Studio, but Rapidform has also been used. Presentation For research purposes, high resolution 3D data is being kept, but for data exchange via the web they reduce the filesize – this guarantees fast and smooth loading of the 3D objects. Rapidform offers a 3D compression and publishing tool using ICF (INUS Compression Format). The two other file formats we are providing, Wirefusion (WF) and 3D Compression (3DC), are based on VRML (Virtual Reality Modeling Language). 3DC files do not preserve the vertex colors of VRML files, leaving fossil images monotone. Sources: http://www.siggraph.org/publications/newsletter/volume-41- number-2/modeling-techniques-movies-vs-games, http://en.wikipedia.org/wiki/Video_game, http://www.guardian.co.uk/life-in- 3d/gaming-and-3d-technology, http://www.cyberjam.com/3d_interactive_media.html, http://3dmuseum.org/?page_id=241
  • 6. 3D Modelling Techniques Drafting has come a long way from blueprints into the new world of 3D Modeling where files can be updated almost instantly, and sent online through email. CAD designers can create computer files with CAD software which can be read by manufacturing machines to produce products. The 3D CAD designer is the one who actually materializes the 3D model. CAD drafting services offer a wide array of services to the public also. With the new advancements in technology recently, almost every type of technical drawing is done with the use of computers. Blueprints are still used in the field, and for other reasons, but all the drawings are done on a computer. In the past if an update needed to be made to the blueprints the draftsmen would have to either erase, or start all over. With CAD though, the draftsmen will simply open the file, and make the necessary changes. Another great feature is that the file can be saved to your computer, some type of external hard drive, or online. Just make sure its somewhere safe. The person behind the scenes of 3D modeling is the CAD designer. They use special CAD software to create the 3D models. Within the software the developers have incorporated tools for creating lines, circles, arcs, and other 2D related objects. Also this software has commands for sculpting, cutting, revolving, mirroring, and other 3D tools. Also the software has the ability to render images with color, texture, lighting, and backgrounds. With all of this at the CAD designers disposal, anything imagined can be designed. Drafting encompasses many different practices and principles within it. There is mechanical drafting, architecture drafting, civil drafting, electrical drafting, structural drafting, drafting for plumbing, 3D modeling, and drafting for just about anything you can imagine. CAD software has designed programs for each one of these fields and has made special accommodations for each. For example, within architectural programs there is a command for creating walls, doors, roofs, slabs, and other architectural features. This allows the CAD drafter to work much faster, and be more efficient within drawing. 3D models have allowed the design process to be done more accurately and efficiently than in the past. Drafting has had many changes over the years, and updates to CAD software are made routinely. These new type of blueprint are much more flexible and allow for changes to be made at a moments notice. Once a design is complete it can go directly to the manufacture to be developed. CAD is used with everything from architecture to inventions and is the main tool used in any type of technical drawing. This technology allows engineers to examine work before production, and has made life on the general public more safe.
  • 7. Displaying and Constructing 3D Models Modeling is the first part of the graphic pipeline. When we are modeling in 3D we are in Cartesian space. When we are modeling we use shapes; the most basic ones e.g. cone, cylinder, sphere, box. In 3D animation, a polygon is the exact same thing, only these polygons are connected to build your 3D model. Individual polygons are stitched together along the sides or at the vertex points to create the full model. Think of it as putting together puzzle pieces to create a whole, except that rather than seeing a printed image on the pieces, you're instead forming a whole other three-dimensional shape whose boundaries and volume are defined by smaller two-dimensional shapes. Polygons are the wrapper on the chocolate Easter bunny; the candy coating on your M&Ms. More polygons in a model can mean more detail and smoother renders, but it can also mean longer render times and more problems caused by overlapping lines and vertices. Application Programming Interface (API): Application Programming Interface (API) is a set of functions and rules that a computer use to communicate with each other to do certain jobs, just like how a player communicates to a game by pressing a certain button to do certain action. (application programming interface, eg Direct3D, OpenGL; graphics pipeline, egmodelling, lighting, viewing, projection, clipping, scan conversion, texturing and shading,display; rendering techniques (radiosity, ray tracing); rendering engines; distributed rendering techniques;lighting; textures; fogging; shadowing; vertex and pixel shaders; level of detail.)
  • 8. Constraints The 3 main constraints that are used in 3D modeling are:  Polygon count  File size  Rendering Time. Polygon count is easy to understand, this is important as the processor has to calculate the position of each and every vertex of each and every polygon used to make up that model, so more polygons means more processor power is needed, which in turn means that there’s less processor power for everything else needed to make the game run smoothly. This makes the frame rate in game drop dramatically and a ‘lag’ experience for the player and can be avoided simply by reducing the polygon count of less important models or removing polygons that just are not needed. File size is less of a constraint but in the past it was a big problem, where 128MB was the maximum size of a cartridge. Whereas today a shot 4 hour game can exceed 4GB, to make sure many hours of gaming was achieved came down to reducing the file size by taking out things that weren’t necessary or cut down on models which became hard when trying to make the game look as good as it could be. Rendering time I would say is the second most important constraint, game need to be able to render objects and textures easily and quickly to get a seamless experience, the longer it take to render an object it would lower the frame rate of the game and also you will randomly encounter, for example a wall of a building, which you thought was an entrance, appearing right before your eyes when trying to walk past it, it becomes very unrealistic and dampening down the entire experience. To reduce render times, game developers make it where only close objects will render and only far away object would render when you come into a certain distance from them, this also works the other way round, when you get a certain distance away from an object, it will stop being rendered, this saves processor power and prevents the game from having a low frame rate.
  • 9. Rendering: Rendering is a way to display 3d objects, lighting and textures together, to create an image or animation from the data sent by the 3D modeling program. There are 4 types of renders: Rasterize Raycasting Raytracing Radiosity Rasterize: Rasterize is majorly used on real time applications such as games. It is done similarly to what most technologies in digital graphics of any sort uses to display a render, instead of rendering the whole scene pixel by pixel, it renders the geometries that you see on screen and it will change accordingly. A good example of rasterizing would be Oblivion as you travel across the land of Tam riel.Rasterization is performed by a raster image processor (RIP), which turns text and images into the matrix of pixels (bitmap) that will be displayed on screen or printed on the page. Various conversions may take place. For example, the mathematical coordinates of vector and outline fonts as well as vector drawings must be converted into bitmaps. Existing bitmaps may have to be scaled into different-sized bitmaps.Unless output is printed on a vector graphics plotter, which literally draws the illustration with pens, all text and graphics must be rasterized into a bitmap for display or printing.
  • 10. Raycasting: Raycasting is similar to Raytracing since they both share similar algorithms. The only thing that distinguishes the two is that Raycasting is a faster version of Raytracing and that it cannot render secondary rays, where asRaytracing can.Ray Casting is the graphic technique of using 2D data to display what would look like a 3D environment. This technique has been used in games such as Wolfenstein 3D, and even more advanced in the Doom series. Rays are drawn from the point the player would be in to the environment to the front. Wherever each ray hits, that distance is recorded into the appropriate column of pixels. When all of the pixels are allotted, the screen will appear to look 3D. Raytracing: Ray tracing is a technique that renders out an image by casting out rays onto the scene and as the rays cast upon the geometry, the colour value of that pixel is calculated. It can produce high degree of visual realism, but it will cost time to render the scene. It is capable of simulating different variety of visual effects such as reflection (an example would a glass), scattering (where the light rays hits the geometry and it bounces back and scatters) and refraction (refraction is used on water or air and it will change depending on the change of direction). Example of using raytracing:
  • 11. Radiocity: Radiosity is a technical term in which it is uses two types of lights, an incident light (in which the light source hits onto the subject) and a reflective light (where the light reflects off from the subject’s surface). This is used especially on interior design. Example of using Radiosity: and a video example http://www.youtube.com/watch?v=NO3uvnbwCKM Vertex Lighting: Vertex Lighting (also known as Gouraud shading) is a method that is used to display and simulate differing effects of light across the surface of a 3d object. This is done by calculating the vertices around the subject as well as where the light source is projecting at, the more amount of vertex there is, the better the specualar lighting, the lower the amount of vertices there is, the less quality you will have from a high poly specular lighting. Distributed rendering Distributed rendering (also known as DR) is a technique in which lots of computers are rendering the same scene and that it helps reduce the rendering time that it originally has.Vray on 3ds Max is capable of doing this process. The process is done by using TCI/ IP protocols and when you’re using Vray, there are two things you need to know, there is a Render Clients and Render Servers.