Tuesday, 25 June 2013

3D The Basics Task 3: Geometric Theory


Geometric
3D computer graphics provide work the same values discovered in 2D vector artwork, but use a further axis. When conceiving 2D vector artwork, the computer sketches the likeness by contriving points on X and Y axes (creating coordinates) and connecting these points with routes (lines). The subsequent forms can be filled with hue and the lines caressed with hue and thickness if required.

Cartesian Coordinates System





3D programs function on a grid of 3D co-ordinates. 3D co-ordinates are pretty much the identical as 2D co-ordinates except there’s a third axis known as the Z or ‘depth’ axis.






Geometric Theory and Polygons

The basic object utilised in mesh modelling is a vertex, a point in three dimensional spaces. Two vertices attached by a directly line become an edge. Three vertices, attached to each other by three edges, define a triangle, which is the simplest polygon in Euclidean space. More complex polygons can be conceived out of multiple triangles, or as a single object with more than 3 vertices. Four sided polygons (generally mentioned to as quads) and triangles are the most common forms utilised in polygonal modelling. An assembly of polygons, connected to each other by shared vertices, is generally mentioned to as an element. Each of the polygons making up an element is called a face.

In Euclidean geometry, any three non-collinear points work out a plane. For this reason, triangles habitually inhabit a single plane. This is not inevitably true of more convoluted polygons, although. The flat environment of triangles makes it easy to work out their exterior usual, a three-dimensional vector perpendicular to the triangle's surface. Surface normal are useful for determining light transport in ray tracing.


A group of polygons which are attached by distributed vertices is referred to as a mesh, often referred to as a wireframe model.








Monday, 24 June 2013

3D The Basics Task 1: Applications of 3D

3D in Games

Current Trends


The use of hyper-realistic 3D technology within games is now seen as a standard element, (barring the current interest in retro styling) bringing ever more realistic worlds and narratives to life. Games have evolved into interactive films, for example,

Grand Theft Auto 5






Batman Arkham Origins




The Elder Scrolls V: Skyrim





3D IN Animation

Accessing the Technology


Whereas customary forms of animation like cell and stop-motion are still well liked (and often produced using computer technology), the availability and affordability of high-end 3D programs has permitted persons to get access to the technology and make creative animations that are of an expert value. Tales can be notified using the freedom 3D space devotes the animator. This has directed to a blast of self-published animations and subsequent networking. Freelancers are able to develop short animations for the children's TV market and advertising, competing on an identical footing with bigger output companies.






Techniques

3D Animation is conveyed out by key-framing the camera, lights and Objects within a Scene. Character movement is conceived by using rigging or motion capture techniques.

Rigging
Skeletal animation is a method in computer animation in which a character is comprised in two parts: an exterior representation used to draw the character (called skin or mesh) and a hierarchical set of interconnected skeletal parts (called the skeleton or rig) utilised to animate (pose and keyframe) the mesh. While this technique is often utilised to animate humans or more generally for organic modelling, it only serves to make the animation method more intuitive and the same method can be utilised to command the deformation of any object — a spoon, a building, or a galaxy. This method is used in effectively all animation schemes where simplified client interfaces permits animators to command often convoluted algorithms and a gigantic amount of geometry; most notably through inverse kinematics and other "goal-oriented" techniques. In standard although, the intention of the method is never to imitate real anatomy or personal methods, but only to command the deformation of the mesh data.







Motion Capture


Motion capture is the method of notes the movement of things or people. It is used in military, amusement, sports, and medical applications, and for validation of computer vision and robotics. In movie making and video game development, it refers to recording actions of human actors, and using that information to animate digital Character forms in 2D or 3D computer animation. When it encompasses face and fingers or captures subtle expressions, it is often referred to as performance capture In numerous fields, motion  capture is occasionally called Motion tracking, but in movie making and games, shift following more generally refers to agree moving.






3D IN Film And Tv






Thursday, 20 June 2013

3D The Basics Task 2: Displaying 3D Polygon Animations


API

API (Application Program Interface) is a set of protocols, routines, and different tools for building software applications. Very good API’s make it easier to develop a program by providing all the building blocks. A programmer will then put the blocks together.
Most operating environments, such as Microsoft’s-Windows provide an API so that a programmer can write applications that are consistent with the operating environment. APIs are designed for programmers; they are very good for users because they guarantee that all programs using a common API will have similar interfaces. This can make it easier for users to learn new programs.

Direct3D

Direct3D is an API program for manipulating and displaying three-dimensional objects. Which is developed by Microsoft, Direct3D gives programmers a way to develop 3-D programs that can utilize whatever graphics acceleration device is installed on the machine. Virtually mostly 3-D accelerator cards for PCs support Direct3D.

OpenGL

OpenGL is a 3-D graphics language developed by Silicon Graphics. There are two common implementations: Microsoft OpenGL that’s developed by Microsoft and Cosmo OpenGL that is developed by Silicon Graphics. Microsoft OpenGL is already built into Windows NT (Family of operating systems) and has been designed to improve the performance on hardware that supports the OpenGL standard. The Cosmo OpenGL on the other hand is a software-only implementation specifically designed for machines that do not have a graphics accelerator.

Graphics Pipeline

In 3D computer graphics, the terms graphics pipeline or rendering pipeline is most commonly referred to the way in which the 3D mathematical information contained within the scenes and objects are converted into images and video. The graphics pipeline will accept some representation of a three-dimensional primitive as input and results in a 2D raster image as output. Direct3D and OpenGL are two notable 3D graphic standards where both describing very similar graphic pipelines.



Stages of the graphics pipeline:

Per-vertex lighting and shading

Geometry in the complete 3D scene is lit according to the specific locations of reflectance, light sources, and other surface properties. Some older hardware implementations of the graphics pipeline compute lighting only at the vertices of the polygons being rendered. The lighting values between the vertices are then interpolated during rasterization. Per-pixel lighting or Per-fragment, as well as other effects, can be done on modern graphics hardware as a post-rasterization process by means of a shader program. Modern graphics hardware will also support per-vertex shading through the use of vertex shaders.

Clipping

Geometric primitives that fall completely outside of the viewing frustum will not be visible and are discarded at this stage.

Projection Transformation

In the case of a Perspective projection, objects that are distant from the camera are made smaller. This can be achieved by dividing the X and Y coordinates of each vertex of each primitive by its Z coordinate which represents its distance from the camera. In an orthographic projection, objects will retain their original size regardless of the distance from the camera.

Viewport Transformation

The post-clip vertices are transformed once again to be in the window space. This transformation is very simple: applying a scale (multiplying by the width of the window) and a bias (adding to the offset from the screen origin). At this stage, the vertices have coordinates that are directly related to the pixels in a raster.

Scan Conversion or Rasterisation

Rasterisation is the process where the 2D image space representation of the scene is converted into raster format and the correct resulting pixel values are determined. The operations will be carried out on each single pixel. This stage is very complex, involving multiple steps often referred as a group under the name of pixel pipeline.

Texturing, Fragment Shading

This stage of the individual pipeline fragments or pre-pixels are assigned a colour based on the values interpolated from the vertices during rasterization from a texture in memory or from a shader program.

Display

The final coloured pixels can then be displayed on a computer monitor or any other form of display.

3D The Basics Task 6: Constraints


Polygon Count and File Size

The two widespread measurements of an object's 'cost’ or file sizes are the polygons enumerate and vertex enumerate. For example, a game character may stretch any place from 200-300 polygons, to 40,000+ polygons. A high-end third-person console or PC game may use many vertices or polygons per feature, and an iOS tower defence game might use very couple of per character.

Polygons vs. Triangles

When a game creative artist talks about the poly count of a form, they really signify the triangle enumerate. Sport games almost always use triangles not polygons because most up to date graphic hardware is constructed to accelerate the rendering of triangles. The polygon count that's described in a modelling app is habitually misleading, because a model's triangle enumerate is higher. It's generally best therefore to swap the polygon counter to a triangle counter in your modelling app, so you're using the identical counting procedure everyone else is utilising. Polygons although do have a useful reason in game development. A form made of mostly four-sided polygons (quads) will work well with edge-loop assortment & change procedures that hasten up modelling, make it simpler to judge the "flow" of a form, and make it easier to heaviness a scraped model to its skeletal parts. Creative artists usually maintain these polygons in their models as long as possible. When a form is exported to a game motor, the polygons are all converted into triangles mechanically. However different tools will conceive different triangle layouts within those polygons. A quad can end up either as a "ridge" or as a "valley" depending on how it's triangulated. Creative artists need to carefully analyse a new form in the game motor to see if the triangle borders are turned the way they wish. If not the specific polygons can then be triangulated manually.

Triangle Count vs. Vertex Count

Vertex count is finally more significant for presentation and memory than the triangle enumerate, but for chronicled causes artists more routinely use triangle enumerate as presentation estimation. On the most rudimentary grade, the triangle enumerate and the vertex enumerate can be alike if the all the triangles are connected to one another. 1 triangle benefits 3 vertices, 2 triangles use 4 vertices, 3 triangles will use 5 vertices, and 4 triangles will use 6 vertices and so on. Although, the seams in UVs that changes to shading/smoothing assemblies and material changes from a triangle to a triangle etc. Which are all treated as a physical break in the form's exterior when the form is rendered by the game. The vertices should be replicated at these breaks, so the model can be dispatched in renderable chunks to the graphics card. Overuse of smoothing assemblies, over-splittage of UVs, too numerous material assignments and too much misalignment of these three properties, then all of these lead to a much larger vertex enumerate. This can stress the change phases for the model, slowing down presentation. It can also boost the recollection cost for the mesh because there are more vertices to send and store.


Rendering Time

Rendering is the last method of conceiving the genuine 2D image or animation from the prepared scene. This can be contrasted to taking a photograph or filming the scene after the setup is finished in genuine life. Some distinct, and often focused, rendering procedures have been developed. These can range from the distinctly non-realistic wireframe rendering through polygon-based rendering, to more sophisticated methods such as: scanline rendering, radiosity, or ray tracing. Rendering may take from fractions of a second to days for a single image/frame. In general, distinct procedures that are better suited for either real-time rendering, or photo-realistic rendering.

Real-time

Rendering for interactive media, such as simulation and games, is calculated and displayed in genuine time, at rates of approximately 20 to 120 frames per second. In real-time rendering, the aim is to display as much data as likely as the eye can process in a part of a second, i.e. one frame. The prime aim is to accomplish an as high as possible degree of photorealism at an acceptable minimum rendering speed (usually 24 frames per second, as that is the smallest the human eye desires to glimpse to successfully create the illusion of movement). In detail, exploitations can be directed in the way the eye 'perceives' the world, and as a result the last image offered is not inevitably that of the real-world, but one close sufficient for the human eye to endure. Rendering programs may simulate such visual consequences as depth of field, lens flares or motion blur. These are endeavours to simulate visual phenomena producing from the optical characteristics of cameras and of the human eye. These consequences can loan a component of realism to a scene, even if the effect is only a simulated artefact of a camera. This is the rudimentary procedure engaged in games, interactive worlds and VRML. The rapid boost in computer processing power has allowed a progressively higher degree of realism even for real-time rendering, including methods such as HDR rendering. Real-time rendering is sometimes polygonal and aided by the computer's GPU.

Non Real-time

Animations for non-interactive media, such as feature movies and video, are rendered much more gradually. Non-real time rendering enables the leveraging of restricted processing power in order to get higher likeness value. Rendering times for one-by-one frames may alter from a few seconds to several days for convoluted scenes. Rendered frames are retained on a hard computer disk then can be moved to other media such as shift picture movie or optical computer disk. These frames are then brandished sequentially at high frame rates, normally 24, 25, or 30 frames per second, to achieve the illusion of action.
When the goal is photo-realism, techniques such as ray tracing or radiosity are engaged. This is the rudimentary procedure engaged in digital media and artistic works. Methods have been evolved for the reason of simulating other naturally-occurring effects, such as the interaction of light with diverse forms of issue. Examples of such methods include particle systems (which can simulate rainfall, fumes, or fire), volumetric sampling (to simulate fog, dirt and other spatial atmospheric effects), caustics (to simulate light focusing by uneven light-refracting exterior, such as the light ripples glimpsed on the bottom of a swimming pool), and subsurface dispersing (to simulate light mirroring inside the volumes of solid things such as human skin).

The rendering process is computationally costly, given the convoluted kind of personal processes being simulated. The Computer processing power has increased quickly over the years, permitting for a progressively higher degree of very sensible rendering. Movie studios that produce computer-generated animations typically make use of a render farm to generate images in a timely manner. Although, dropping hardware charges signify that it is solely possible to create little allowances of 3D animation on a home computer scheme. The output of the renderer is often used as only one small part of an accomplished motion-picture scene. Many levels of material may be rendered separately and integrated into the last shot utilising compositing software.

Reflection/Scattering - How light interacts with the exterior at a granted point
Shading - How material properties alter across the surface