SlideShare uma empresa Scribd logo
1 de 25
CREATING A 3D IMAGE
Michael Heron
INTRODUCTION
 In this lecture we are going to look at the process
we go through in order to build a 3D image.
 At least in theory.
 Will need to wait until the lab before we do it For Reals.
 Two main techniques for doing this.
 Line Mode
 Box Mode
TERMINOLOGY
 Face
 A simple shape used to make up a more complex
shape.
 Also known as a polygon
 Vertex
 A corner point of a polygon
 Edge
 A line represented by two connected vertexes
CREATING A 3D OBJECT
 We need to do several things.
 Define the geometry of the shape.
 Apply transforms to set
 Location
 Scale
 Rotation
 Define surface details.
 Textures
 We do this for each object in a scene.
 We’ll talk about only one.
DEFINE THE GEOMETRY
 How do we define the geometry?
 We choose between two main ways.
 Or a hybrid of the two.
 First way is to draw each point in the shape.
 For large, complex shapes – extremely difficult.
 The more polygons we have, the more difficult this
becomes.
 This is the line mode of drawing shapes.
 There be dragons.
DEFINE THE GEOMETRY
 How do you sculpt an elephant?
 You take a block of marble, and chip away all the bits
that don’t look like an elephant.
 This is the Box Mode of drawing shapes.
 Start with an approximate shape.
 Usually one of the standard geometric principles.
 Manipulate it until it fits your needs.
 Or at least, closely approximates your needs.
 Recommended approach.
DEFINE THE GEOMETRY
 A third way is to make use of a representation of a
real object.
 Requires the use of specialised hard-ware
 Which you don’t have.
 The method you choose depends on
 The nature of the object
 Requirements of the model.
 A hybrid approach is usually the best
 Start with a rough shape, draw extensions to handle fine
detail work.
3D REPRESENTATIONAL FORMS
 Several ways to represent 3D Geometry:
 Polygonal.
 Objects approximated by nets of polygons
 A polymesh
 Bicubic
 Objects represented by nets of curved patches.
 Constructive Solid Geometry
 Constructed from sets of basic geometric shapes
 Space subdivision
 Ray-tracing
 We focus primarily on polygonal today.
 Talk about the rest in the next lecture, or thereabouts.
SIMPLE POLYMESH
(x1,y1,z1) (x2,y2,z2)
(x3,y3,z3)
(x4,y4,z4)
(x5,y5,z5) (x6,y6,z6)
(x7,y7,z7)(x8,y8,z8)
SIMPLE POLYMESH – LOCAL CO-ORDINATES
(0,0,0) (50,0,0)
(50,0,50)(0,0,50)
(0,50,0) (50,50,0)
(50,50,50)
SIMPLE POLYMESH - REPRESENTATION
object surfaces polygons vertices
SIMPLE POLYMESH - REPRESENTATION
 Represented by a face-vertex mesh
 A list of faces represented by vertexes
 A list of the vertexes and what faces they are part of
 Co-ordinate space of each vertex.
 This provides a mathematical, context independent
representation of an object in its own local space.
FACE-VERTEX MESH
POLYMESH NOTES
 Shape is only an approximation for complex images.
 Can’t represent a circle.
 Can represent something that is almost a circle
 Level of approximation dictated by polygon count.
 Shading and other detailing approaches can help to hide
shape approximations.
 Ubiquitous representation.
 Graphics cards usually include specialised hardware for
rendering large numbers of polygons.
DRAWING AN OBJECT
 Begin with simple starting shape.
 Want to draw a head? Start with a sphere.
 Can add a sphere as a base shape in Blender
 Consider necessary transforms.
 Can do vertex, edge, and face manipulation on
polymesh shapes.
 Can apply basic transforms to part of a shape.
 Can also extrude.
 Used to extend a part of a shape.
DRAWING AN OBJECT
 Can also spin basic shapes:
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Modelling_a_Mu
g_using_Spinning_and_Extrusion
DRAWING A SHAPE
 Blender provides many different modifiers to
change the basic structure of how you interact with
a shape.
 Mirror allows you to mirror modifications across a
shape.
 Subsurf makes a rough image much smoother and
more organic.
 Lots of these modifiers
 Experimentation is the key
MODIFIER - SUBSURF
MOLDING A SHAPE
 Back to the elephant.
 How do we turn a simple shape into what we actually want?
 Begin with a sphere
 Elephant body
 Select appropriate faces on that sphere.
 Extrude into legs
 Add another sphere
 The head
 Extrude a trunk
 Extrude a tail
 The rough work is handled using these kind of processes.
EXTRUSION
 Extrusion is one of the most powerful tools you
have available in blender.
 Pick a face, and extend it outwards or inwards.
 Used to raise and lower surfaces.
 Can be used to create entirely new surfaces.
 Used to create shapes where shapes did not
previously exist.
 For example, in the coffee cup.
EXTRUSION
TEXTURING
 Once you have a basic shape you want to make
use of, you can apply various textures to it.
 This changes the colour, and how it interacts with light
sources.
 A base blender scene has three elements.
 A light source (by default, the sun)
 A camera
 A shape
TEXTURING
 The texturing system in Blender is extremely rich.
 You can set how your object interacts with light
 You can set the specific kind of rendering to be done
 You can choose transparency and type of textures.
 Most of these will not be visible except in preview
until a scene is rendered.
TEXTURES
 Importantly, we can also make use of predefined
bitmaps for a texture.
 We can make use of our own images which get layered onto
the shapes we provide.
 We’ll see more of this later lectures and labs.
 It’s not a simple concept and easier to understand when
shown rather than simply described.
 Experimentation very important.
 Can’t even begin to cover what Blender makes available!
SUMMARY
 Polymeshes are the graphical representation must
used.
 We’ll talk about the rest later.
 3D Object created by:
 Representing geometry
 Applying transforms
 Applying textures
 Rendering

Mais conteúdo relacionado

Mais procurados

Texture mapping in_opengl
Texture mapping in_openglTexture mapping in_opengl
Texture mapping in_openglManas Nayak
 
Terms 3d-artist
Terms 3d-artistTerms 3d-artist
Terms 3d-artistVisCircle
 
COM2304: Morphological Image Processing
COM2304: Morphological Image ProcessingCOM2304: Morphological Image Processing
COM2304: Morphological Image ProcessingHemantha Kulathilake
 
Texture mapping
Texture mapping Texture mapping
Texture mapping wahab13
 
Boundary Extraction
Boundary ExtractionBoundary Extraction
Boundary ExtractionMaria Akther
 
Beginning direct3d gameprogramming01_thehistoryofdirect3dgraphics_20160407_ji...
Beginning direct3d gameprogramming01_thehistoryofdirect3dgraphics_20160407_ji...Beginning direct3d gameprogramming01_thehistoryofdirect3dgraphics_20160407_ji...
Beginning direct3d gameprogramming01_thehistoryofdirect3dgraphics_20160407_ji...JinTaek Seo
 
COMPUTER GRAPHICS
COMPUTER GRAPHICSCOMPUTER GRAPHICS
COMPUTER GRAPHICSJagan Raja
 
Developing 3D Viewing Model from 2D Stereo Pair with its Occlusion Ratio
Developing 3D Viewing Model from 2D Stereo Pair with its Occlusion RatioDeveloping 3D Viewing Model from 2D Stereo Pair with its Occlusion Ratio
Developing 3D Viewing Model from 2D Stereo Pair with its Occlusion RatioCSCJournals
 
Color and appearance information in 3d models
Color and appearance information in 3d modelsColor and appearance information in 3d models
Color and appearance information in 3d modelsFrederic Kaplan
 
Texture mapping overview
Texture mapping overviewTexture mapping overview
Texture mapping overviewJ Le Rossignol
 
study Diffusion Curves: A Vector Representation for Smooth-Shaded Images
study Diffusion Curves: A Vector Representation for Smooth-Shaded Imagesstudy Diffusion Curves: A Vector Representation for Smooth-Shaded Images
study Diffusion Curves: A Vector Representation for Smooth-Shaded ImagesChiamin Hsu
 
Chapter 9 morphological image processing
Chapter 9 morphological image processingChapter 9 morphological image processing
Chapter 9 morphological image processingasodariyabhavesh
 
3D reconstruction by photogrammetry and 4D deformation measurement
3D reconstruction by photogrammetry and 4D deformation measurement3D reconstruction by photogrammetry and 4D deformation measurement
3D reconstruction by photogrammetry and 4D deformation measurementNational Cheng Kung University
 
morphological image processing
morphological image processingmorphological image processing
morphological image processingJohn Williams
 
Dilation and erosion
Dilation and erosionDilation and erosion
Dilation and erosionAswin Pv
 

Mais procurados (20)

Texture mapping in_opengl
Texture mapping in_openglTexture mapping in_opengl
Texture mapping in_opengl
 
07object3d
07object3d07object3d
07object3d
 
1422798749.2779lecture 5
1422798749.2779lecture 51422798749.2779lecture 5
1422798749.2779lecture 5
 
3 d animation
3 d animation3 d animation
3 d animation
 
Terms 3d-artist
Terms 3d-artistTerms 3d-artist
Terms 3d-artist
 
COM2304: Morphological Image Processing
COM2304: Morphological Image ProcessingCOM2304: Morphological Image Processing
COM2304: Morphological Image Processing
 
Texture mapping
Texture mapping Texture mapping
Texture mapping
 
Boundary Extraction
Boundary ExtractionBoundary Extraction
Boundary Extraction
 
Beginning direct3d gameprogramming01_thehistoryofdirect3dgraphics_20160407_ji...
Beginning direct3d gameprogramming01_thehistoryofdirect3dgraphics_20160407_ji...Beginning direct3d gameprogramming01_thehistoryofdirect3dgraphics_20160407_ji...
Beginning direct3d gameprogramming01_thehistoryofdirect3dgraphics_20160407_ji...
 
COMPUTER GRAPHICS
COMPUTER GRAPHICSCOMPUTER GRAPHICS
COMPUTER GRAPHICS
 
Developing 3D Viewing Model from 2D Stereo Pair with its Occlusion Ratio
Developing 3D Viewing Model from 2D Stereo Pair with its Occlusion RatioDeveloping 3D Viewing Model from 2D Stereo Pair with its Occlusion Ratio
Developing 3D Viewing Model from 2D Stereo Pair with its Occlusion Ratio
 
OpenGL Texture Mapping
OpenGL Texture MappingOpenGL Texture Mapping
OpenGL Texture Mapping
 
Color and appearance information in 3d models
Color and appearance information in 3d modelsColor and appearance information in 3d models
Color and appearance information in 3d models
 
Texture mapping overview
Texture mapping overviewTexture mapping overview
Texture mapping overview
 
Shadow Detection Using MatLAB
Shadow Detection Using MatLABShadow Detection Using MatLAB
Shadow Detection Using MatLAB
 
study Diffusion Curves: A Vector Representation for Smooth-Shaded Images
study Diffusion Curves: A Vector Representation for Smooth-Shaded Imagesstudy Diffusion Curves: A Vector Representation for Smooth-Shaded Images
study Diffusion Curves: A Vector Representation for Smooth-Shaded Images
 
Chapter 9 morphological image processing
Chapter 9 morphological image processingChapter 9 morphological image processing
Chapter 9 morphological image processing
 
3D reconstruction by photogrammetry and 4D deformation measurement
3D reconstruction by photogrammetry and 4D deformation measurement3D reconstruction by photogrammetry and 4D deformation measurement
3D reconstruction by photogrammetry and 4D deformation measurement
 
morphological image processing
morphological image processingmorphological image processing
morphological image processing
 
Dilation and erosion
Dilation and erosionDilation and erosion
Dilation and erosion
 

Semelhante a GRPHICS02 - Creating 3D Graphics

3D theory: geometry, extrusion, co-ordinate theory
3D theory: geometry, extrusion, co-ordinate theory3D theory: geometry, extrusion, co-ordinate theory
3D theory: geometry, extrusion, co-ordinate theoryiain bruce
 
UNIT-II Immersive Design for 3D.pptx
UNIT-II Immersive Design for 3D.pptxUNIT-II Immersive Design for 3D.pptx
UNIT-II Immersive Design for 3D.pptxGOWSIKRAJA PALANISAMY
 
Game Art Courses - MAGES Institute
Game Art Courses - MAGES Institute Game Art Courses - MAGES Institute
Game Art Courses - MAGES Institute AkhilKumar529314
 
Mesh construction
Mesh constructionMesh construction
Mesh constructionhalo4robo
 
Week 3 Polygonal Modelling
Week 3   Polygonal ModellingWeek 3   Polygonal Modelling
Week 3 Polygonal ModellingScottRoberts37
 
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
 
Ha4 mesh construction
Ha4   mesh constructionHa4   mesh construction
Ha4 mesh constructionJordanSmith96
 
Zbrush Has The Answer To Everything
Zbrush Has The Answer To EverythingZbrush Has The Answer To Everything
Zbrush Has The Answer To EverythingAnimation Kolkata
 
Tutorial 1 - Computer Aided Design (Final Release)
Tutorial 1 - Computer Aided Design (Final Release)Tutorial 1 - Computer Aided Design (Final Release)
Tutorial 1 - Computer Aided Design (Final Release)Charling Li
 
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
 
Week 2 - 3D Modelling Principles
Week 2 - 3D Modelling PrinciplesWeek 2 - 3D Modelling Principles
Week 2 - 3D Modelling PrinciplesScottRoberts37
 
Overview on Various Types of 3D Modeling Techniques
Overview on Various Types of 3D Modeling TechniquesOverview on Various Types of 3D Modeling Techniques
Overview on Various Types of 3D Modeling TechniquesThePro3DStudio
 
Task 3 completed!
Task 3 completed!Task 3 completed!
Task 3 completed!AlanSmith96
 
SpatialNote User Guide
SpatialNote User GuideSpatialNote User Guide
SpatialNote User GuideSpatialNote
 

Semelhante a GRPHICS02 - Creating 3D Graphics (20)

3D theory: geometry, extrusion, co-ordinate theory
3D theory: geometry, extrusion, co-ordinate theory3D theory: geometry, extrusion, co-ordinate theory
3D theory: geometry, extrusion, co-ordinate theory
 
UNIT-II Immersive Design for 3D.pptx
UNIT-II Immersive Design for 3D.pptxUNIT-II Immersive Design for 3D.pptx
UNIT-II Immersive Design for 3D.pptx
 
Game Art Courses - MAGES Institute
Game Art Courses - MAGES Institute Game Art Courses - MAGES Institute
Game Art Courses - MAGES Institute
 
Datt 2500 week 8
Datt 2500 week 8Datt 2500 week 8
Datt 2500 week 8
 
Mesh construction
Mesh constructionMesh construction
Mesh construction
 
Week 3 Polygonal Modelling
Week 3   Polygonal ModellingWeek 3   Polygonal Modelling
Week 3 Polygonal Modelling
 
Datt2500 week5
Datt2500 week5Datt2500 week5
Datt2500 week5
 
Datt2500 week3
Datt2500 week3Datt2500 week3
Datt2500 week3
 
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
 
Ha4 mesh construction
Ha4   mesh constructionHa4   mesh construction
Ha4 mesh construction
 
Zbrush Has The Answer To Everything
Zbrush Has The Answer To EverythingZbrush Has The Answer To Everything
Zbrush Has The Answer To Everything
 
Task 3
Task 3Task 3
Task 3
 
Tutorial 1 - Computer Aided Design (Final Release)
Tutorial 1 - Computer Aided Design (Final Release)Tutorial 1 - Computer Aided Design (Final Release)
Tutorial 1 - Computer Aided Design (Final Release)
 
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
 
Week 2 - 3D Modelling Principles
Week 2 - 3D Modelling PrinciplesWeek 2 - 3D Modelling Principles
Week 2 - 3D Modelling Principles
 
Overview on Various Types of 3D Modeling Techniques
Overview on Various Types of 3D Modeling TechniquesOverview on Various Types of 3D Modeling Techniques
Overview on Various Types of 3D Modeling Techniques
 
Task 3 completed!
Task 3 completed!Task 3 completed!
Task 3 completed!
 
3 d modelling
3 d modelling3 d modelling
3 d modelling
 
Datt2500 week 02
Datt2500 week 02Datt2500 week 02
Datt2500 week 02
 
SpatialNote User Guide
SpatialNote User GuideSpatialNote User Guide
SpatialNote User Guide
 

Mais de Michael Heron

Meeple centred design - Board Game Accessibility
Meeple centred design - Board Game AccessibilityMeeple centred design - Board Game Accessibility
Meeple centred design - Board Game AccessibilityMichael Heron
 
Musings on misconduct
Musings on misconductMusings on misconduct
Musings on misconductMichael Heron
 
Accessibility Support with the ACCESS Framework
Accessibility Support with the ACCESS FrameworkAccessibility Support with the ACCESS Framework
Accessibility Support with the ACCESS FrameworkMichael Heron
 
ACCESS: A Technical Framework for Adaptive Accessibility Support
ACCESS:  A Technical Framework for Adaptive Accessibility SupportACCESS:  A Technical Framework for Adaptive Accessibility Support
ACCESS: A Technical Framework for Adaptive Accessibility SupportMichael Heron
 
Authorship and Autership
Authorship and AutershipAuthorship and Autership
Authorship and AutershipMichael Heron
 
Text parser based interaction
Text parser based interactionText parser based interaction
Text parser based interactionMichael Heron
 
GRPHICS08 - Raytracing and Radiosity
GRPHICS08 - Raytracing and RadiosityGRPHICS08 - Raytracing and Radiosity
GRPHICS08 - Raytracing and RadiosityMichael Heron
 
GRPHICS07 - Textures
GRPHICS07 - TexturesGRPHICS07 - Textures
GRPHICS07 - TexturesMichael Heron
 
GRPHICS05 - Rendering (2)
GRPHICS05 - Rendering (2)GRPHICS05 - Rendering (2)
GRPHICS05 - Rendering (2)Michael Heron
 
GRPHICS04 - Rendering (1)
GRPHICS04 - Rendering (1)GRPHICS04 - Rendering (1)
GRPHICS04 - Rendering (1)Michael Heron
 
GRPHICS03 - Graphical Representation
GRPHICS03 - Graphical RepresentationGRPHICS03 - Graphical Representation
GRPHICS03 - Graphical RepresentationMichael Heron
 
GRPHICS09 - Art Appreciation
GRPHICS09 - Art AppreciationGRPHICS09 - Art Appreciation
GRPHICS09 - Art AppreciationMichael Heron
 
2CPP14 - Abstraction
2CPP14 - Abstraction2CPP14 - Abstraction
2CPP14 - AbstractionMichael Heron
 
2CPP13 - Operator Overloading
2CPP13 - Operator Overloading2CPP13 - Operator Overloading
2CPP13 - Operator OverloadingMichael Heron
 

Mais de Michael Heron (20)

Meeple centred design - Board Game Accessibility
Meeple centred design - Board Game AccessibilityMeeple centred design - Board Game Accessibility
Meeple centred design - Board Game Accessibility
 
Musings on misconduct
Musings on misconductMusings on misconduct
Musings on misconduct
 
Accessibility Support with the ACCESS Framework
Accessibility Support with the ACCESS FrameworkAccessibility Support with the ACCESS Framework
Accessibility Support with the ACCESS Framework
 
ACCESS: A Technical Framework for Adaptive Accessibility Support
ACCESS:  A Technical Framework for Adaptive Accessibility SupportACCESS:  A Technical Framework for Adaptive Accessibility Support
ACCESS: A Technical Framework for Adaptive Accessibility Support
 
Authorship and Autership
Authorship and AutershipAuthorship and Autership
Authorship and Autership
 
Text parser based interaction
Text parser based interactionText parser based interaction
Text parser based interaction
 
SAD04 - Inheritance
SAD04 - InheritanceSAD04 - Inheritance
SAD04 - Inheritance
 
GRPHICS08 - Raytracing and Radiosity
GRPHICS08 - Raytracing and RadiosityGRPHICS08 - Raytracing and Radiosity
GRPHICS08 - Raytracing and Radiosity
 
GRPHICS07 - Textures
GRPHICS07 - TexturesGRPHICS07 - Textures
GRPHICS07 - Textures
 
GRPHICS06 - Shading
GRPHICS06 - ShadingGRPHICS06 - Shading
GRPHICS06 - Shading
 
GRPHICS05 - Rendering (2)
GRPHICS05 - Rendering (2)GRPHICS05 - Rendering (2)
GRPHICS05 - Rendering (2)
 
GRPHICS04 - Rendering (1)
GRPHICS04 - Rendering (1)GRPHICS04 - Rendering (1)
GRPHICS04 - Rendering (1)
 
GRPHICS03 - Graphical Representation
GRPHICS03 - Graphical RepresentationGRPHICS03 - Graphical Representation
GRPHICS03 - Graphical Representation
 
GRPHICS09 - Art Appreciation
GRPHICS09 - Art AppreciationGRPHICS09 - Art Appreciation
GRPHICS09 - Art Appreciation
 
2CPP18 - Modifiers
2CPP18 - Modifiers2CPP18 - Modifiers
2CPP18 - Modifiers
 
2CPP17 - File IO
2CPP17 - File IO2CPP17 - File IO
2CPP17 - File IO
 
2CPP16 - STL
2CPP16 - STL2CPP16 - STL
2CPP16 - STL
 
2CPP15 - Templates
2CPP15 - Templates2CPP15 - Templates
2CPP15 - Templates
 
2CPP14 - Abstraction
2CPP14 - Abstraction2CPP14 - Abstraction
2CPP14 - Abstraction
 
2CPP13 - Operator Overloading
2CPP13 - Operator Overloading2CPP13 - Operator Overloading
2CPP13 - Operator Overloading
 

Último

Artificial intelligence in cctv survelliance.pptx
Artificial intelligence in cctv survelliance.pptxArtificial intelligence in cctv survelliance.pptx
Artificial intelligence in cctv survelliance.pptxhariprasad279825
 
Ensuring Technical Readiness For Copilot in Microsoft 365
Ensuring Technical Readiness For Copilot in Microsoft 365Ensuring Technical Readiness For Copilot in Microsoft 365
Ensuring Technical Readiness For Copilot in Microsoft 3652toLead Limited
 
The Future of Software Development - Devin AI Innovative Approach.pdf
The Future of Software Development - Devin AI Innovative Approach.pdfThe Future of Software Development - Devin AI Innovative Approach.pdf
The Future of Software Development - Devin AI Innovative Approach.pdfSeasiaInfotech2
 
Beyond Boundaries: Leveraging No-Code Solutions for Industry Innovation
Beyond Boundaries: Leveraging No-Code Solutions for Industry InnovationBeyond Boundaries: Leveraging No-Code Solutions for Industry Innovation
Beyond Boundaries: Leveraging No-Code Solutions for Industry InnovationSafe Software
 
Bun (KitWorks Team Study 노별마루 발표 2024.4.22)
Bun (KitWorks Team Study 노별마루 발표 2024.4.22)Bun (KitWorks Team Study 노별마루 발표 2024.4.22)
Bun (KitWorks Team Study 노별마루 발표 2024.4.22)Wonjun Hwang
 
"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr BaganFwdays
 
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024BookNet Canada
 
Unraveling Multimodality with Large Language Models.pdf
Unraveling Multimodality with Large Language Models.pdfUnraveling Multimodality with Large Language Models.pdf
Unraveling Multimodality with Large Language Models.pdfAlex Barbosa Coqueiro
 
CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):comworks
 
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
 
"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
 
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
 
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
 
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
 
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
 
Unleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding ClubUnleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding ClubKalema Edgar
 
SIP trunking in Janus @ Kamailio World 2024
SIP trunking in Janus @ Kamailio World 2024SIP trunking in Janus @ Kamailio World 2024
SIP trunking in Janus @ Kamailio World 2024Lorenzo Miniero
 
Training state-of-the-art general text embedding
Training state-of-the-art general text embeddingTraining state-of-the-art general text embedding
Training state-of-the-art general text embeddingZilliz
 
Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!Commit University
 
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
 

Último (20)

Artificial intelligence in cctv survelliance.pptx
Artificial intelligence in cctv survelliance.pptxArtificial intelligence in cctv survelliance.pptx
Artificial intelligence in cctv survelliance.pptx
 
Ensuring Technical Readiness For Copilot in Microsoft 365
Ensuring Technical Readiness For Copilot in Microsoft 365Ensuring Technical Readiness For Copilot in Microsoft 365
Ensuring Technical Readiness For Copilot in Microsoft 365
 
The Future of Software Development - Devin AI Innovative Approach.pdf
The Future of Software Development - Devin AI Innovative Approach.pdfThe Future of Software Development - Devin AI Innovative Approach.pdf
The Future of Software Development - Devin AI Innovative Approach.pdf
 
Beyond Boundaries: Leveraging No-Code Solutions for Industry Innovation
Beyond Boundaries: Leveraging No-Code Solutions for Industry InnovationBeyond Boundaries: Leveraging No-Code Solutions for Industry Innovation
Beyond Boundaries: Leveraging No-Code Solutions for Industry Innovation
 
Bun (KitWorks Team Study 노별마루 발표 2024.4.22)
Bun (KitWorks Team Study 노별마루 발표 2024.4.22)Bun (KitWorks Team Study 노별마루 발표 2024.4.22)
Bun (KitWorks Team Study 노별마루 발표 2024.4.22)
 
"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan
 
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
 
Unraveling Multimodality with Large Language Models.pdf
Unraveling Multimodality with Large Language Models.pdfUnraveling Multimodality with Large Language Models.pdf
Unraveling Multimodality with Large Language Models.pdf
 
CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):
 
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
 
"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
 
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
 
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
 
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
 
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!
 
Unleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding ClubUnleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding Club
 
SIP trunking in Janus @ Kamailio World 2024
SIP trunking in Janus @ Kamailio World 2024SIP trunking in Janus @ Kamailio World 2024
SIP trunking in Janus @ Kamailio World 2024
 
Training state-of-the-art general text embedding
Training state-of-the-art general text embeddingTraining state-of-the-art general text embedding
Training state-of-the-art general text embedding
 
Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!
 
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
 

GRPHICS02 - Creating 3D Graphics

  • 1. CREATING A 3D IMAGE Michael Heron
  • 2. INTRODUCTION  In this lecture we are going to look at the process we go through in order to build a 3D image.  At least in theory.  Will need to wait until the lab before we do it For Reals.  Two main techniques for doing this.  Line Mode  Box Mode
  • 3. TERMINOLOGY  Face  A simple shape used to make up a more complex shape.  Also known as a polygon  Vertex  A corner point of a polygon  Edge  A line represented by two connected vertexes
  • 4. CREATING A 3D OBJECT  We need to do several things.  Define the geometry of the shape.  Apply transforms to set  Location  Scale  Rotation  Define surface details.  Textures  We do this for each object in a scene.  We’ll talk about only one.
  • 5. DEFINE THE GEOMETRY  How do we define the geometry?  We choose between two main ways.  Or a hybrid of the two.  First way is to draw each point in the shape.  For large, complex shapes – extremely difficult.  The more polygons we have, the more difficult this becomes.  This is the line mode of drawing shapes.  There be dragons.
  • 6. DEFINE THE GEOMETRY  How do you sculpt an elephant?  You take a block of marble, and chip away all the bits that don’t look like an elephant.  This is the Box Mode of drawing shapes.  Start with an approximate shape.  Usually one of the standard geometric principles.  Manipulate it until it fits your needs.  Or at least, closely approximates your needs.  Recommended approach.
  • 7. DEFINE THE GEOMETRY  A third way is to make use of a representation of a real object.  Requires the use of specialised hard-ware  Which you don’t have.  The method you choose depends on  The nature of the object  Requirements of the model.  A hybrid approach is usually the best  Start with a rough shape, draw extensions to handle fine detail work.
  • 8. 3D REPRESENTATIONAL FORMS  Several ways to represent 3D Geometry:  Polygonal.  Objects approximated by nets of polygons  A polymesh  Bicubic  Objects represented by nets of curved patches.  Constructive Solid Geometry  Constructed from sets of basic geometric shapes  Space subdivision  Ray-tracing  We focus primarily on polygonal today.  Talk about the rest in the next lecture, or thereabouts.
  • 10. SIMPLE POLYMESH – LOCAL CO-ORDINATES (0,0,0) (50,0,0) (50,0,50)(0,0,50) (0,50,0) (50,50,0) (50,50,50)
  • 11. SIMPLE POLYMESH - REPRESENTATION object surfaces polygons vertices
  • 12. SIMPLE POLYMESH - REPRESENTATION  Represented by a face-vertex mesh  A list of faces represented by vertexes  A list of the vertexes and what faces they are part of  Co-ordinate space of each vertex.  This provides a mathematical, context independent representation of an object in its own local space.
  • 14. POLYMESH NOTES  Shape is only an approximation for complex images.  Can’t represent a circle.  Can represent something that is almost a circle  Level of approximation dictated by polygon count.  Shading and other detailing approaches can help to hide shape approximations.  Ubiquitous representation.  Graphics cards usually include specialised hardware for rendering large numbers of polygons.
  • 15. DRAWING AN OBJECT  Begin with simple starting shape.  Want to draw a head? Start with a sphere.  Can add a sphere as a base shape in Blender  Consider necessary transforms.  Can do vertex, edge, and face manipulation on polymesh shapes.  Can apply basic transforms to part of a shape.  Can also extrude.  Used to extend a part of a shape.
  • 16. DRAWING AN OBJECT  Can also spin basic shapes: http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Modelling_a_Mu g_using_Spinning_and_Extrusion
  • 17. DRAWING A SHAPE  Blender provides many different modifiers to change the basic structure of how you interact with a shape.  Mirror allows you to mirror modifications across a shape.  Subsurf makes a rough image much smoother and more organic.  Lots of these modifiers  Experimentation is the key
  • 19. MOLDING A SHAPE  Back to the elephant.  How do we turn a simple shape into what we actually want?  Begin with a sphere  Elephant body  Select appropriate faces on that sphere.  Extrude into legs  Add another sphere  The head  Extrude a trunk  Extrude a tail  The rough work is handled using these kind of processes.
  • 20. EXTRUSION  Extrusion is one of the most powerful tools you have available in blender.  Pick a face, and extend it outwards or inwards.  Used to raise and lower surfaces.  Can be used to create entirely new surfaces.  Used to create shapes where shapes did not previously exist.  For example, in the coffee cup.
  • 22. TEXTURING  Once you have a basic shape you want to make use of, you can apply various textures to it.  This changes the colour, and how it interacts with light sources.  A base blender scene has three elements.  A light source (by default, the sun)  A camera  A shape
  • 23. TEXTURING  The texturing system in Blender is extremely rich.  You can set how your object interacts with light  You can set the specific kind of rendering to be done  You can choose transparency and type of textures.  Most of these will not be visible except in preview until a scene is rendered.
  • 24. TEXTURES  Importantly, we can also make use of predefined bitmaps for a texture.  We can make use of our own images which get layered onto the shapes we provide.  We’ll see more of this later lectures and labs.  It’s not a simple concept and easier to understand when shown rather than simply described.  Experimentation very important.  Can’t even begin to cover what Blender makes available!
  • 25. SUMMARY  Polymeshes are the graphical representation must used.  We’ll talk about the rest later.  3D Object created by:  Representing geometry  Applying transforms  Applying textures  Rendering