3D –graphics and animation Addvanced 3D modeling and rendering
Harri Airaksinen
3D –graphics and animation Addvanced 3D modeling and rendering
Harri Airaksinen
Using set of 2D pictures to create 3D models or edit them
Logical Operators
Union, is also known as and
Intersection, is called or
Difference, is called not
Surface trim
Surface editing -Beveling, Rounding, and Fillets
Fitting ja Blending
Fitting = get rid of small gaps between surfaces
Blending = way of merging two surfaces
Aligning
Noise and Wave modifiers
UI:
Modifiers
Parametric Deformers
see the list Ready made functions to control objects behavior
Colors
Pure green =
0-255 -0
Greenish light blue =
150-200-255
Yellowish dark orange =
120-80-30 red, blue, and yellow (RBY)
Cyan, Magenta, Yellow, and Black (CMYK)
Red, Green, and Blue (RGB)
Colors
Hue, Lightness, Saturation HLS
Rendering process workflow
Rendering
3D Studio Max; Rendering Render
What can be seen and what can’t be seen – hidden surfaces
What can be seen and what can’t be seen hidden surfaces - different algoritms -
Area subdivision (1969), Watkins' scan line (1970), and Newell's depth sort (1972)
Z-Buffer: all objects in the scene are sorted by their Z position, or depth, in the scene. This depth information is kept in a buffer, and made available to the rendering process as the hidden surface removal calculations are performed
The pyramid of vision
Ray Tracing- follow the light method
It would be impractical to trace all the rays of light emitted by a light source in a scene because MANY of them NEVER REACH THE CAMERA so: ray tracing programs trace the rays of lights backwards, from the camera to the light source -> This minimizes the amount of wasted calculations
Ray Tracing- 3D Studio Max
Most ray tracing programs use different controls:
The reflection ray
The transparency or refraction rays
The shadow rays.
Ray Tracing; in action
Reflection rays travel through the scene in a straight way, and they bounce off the reflective surfaces they hit at the same angle at which they hit them:
Once a point in three-dimensional space has been hit by a ray and the value of that surface has been calculated
Next a shadow ray is shot from that point to the center of each light source in the scene. That point in three-dimensional space will only be visible if the shadow ray does not encounter another object before reaching the light source
Ray Tracing; in action
If the ray tracing process encounters transparent surfaces in the scene then refraction rays are generated, to calculate the amount of light refraction
Tracing depth how many reflections will be calculated? The light is loose some part of energy in every reflection
Radiosity - calculate diffuse interreflection between surfaces
Illumination engineering theory and also on the principles of energy transfer
Environment into areas or clusters of polygons according to the way in which light affects them. Polygons in a radiosity calculation are typically catalogued:
Light sources
Light-receiving surfaces
Light-blocking surfaces
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