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3D computer graphics are works of graphic art that were created with the aid of digital computers and specialized 3D software. In general, the term may also refer to the process of creating such graphics, or the field of study of 3D computer graphic techniques and its related technology. 3D computer graphics are different from 2D computer graphics in that a three-dimensional representation of geometric data is stored in the computer for the purposes of performing calculations and rendering 2D images. Sometimes these images are later displayed in a pre-rendered form, and sometimes they are rendered in real-time. In general, the art of 3D modeling, which prepares geometric data for 3D computer graphics is akin to sculpting or photography, while the art of 2D graphics is analogous to painting. However, 3D computer graphics rely on many of the same algorithms as 2D computer graphics. In computer graphics software, this distinction is occasionally blurred; some 2D applications use 3D techniques to achieve certain effects such as lighting, while some primarily 3D applications make use of 2D visual techniques. Technology OpenGL and Direct3D are two popular APIs for the generation of real-time imagery. (Real-time means that image generation occurs in 'real time', or 'on the fly') Many modern graphics cards provide some degree of hardware acceleration based on these APIs, frequently enabling the display of complex 3D graphics in real-time. However, it's not necessary to employ any one of these to actually create 3D imagery. Creation of 3D computer graphics The process of creating 3D computer graphics can be sequentially divided into three basic phases: Modeling The modeling stage could be described as shaping individual objects that are later used in the scene. There exist a number of modeling techniques, including, but not limited to the following: Modeling processes may also include editing object surface or material properties (e.g., color, luminosity, diffuse and specular shading components — more commonly called roughness and shininess, reflection characteristics, transparency or opacity, or index of refraction), adding textures, bump-maps and other features. Modeling may also include various activities related to preparing a 3D model for animation (although in a complex character model this will become a stage of its own, known as rigging). Objects may be fitted with a skeleton, a central framework of an object with the capability of affecting the shape or movements of that object. This aids in the process of animation, in that the movement of the skeleton will automatically affect the corresponding portions of the model. See also Forward kinematic animation and Inverse kinematic animation. At the rigging stage, the model can also be given specific controls to make animation easier and more intuitive, such as facial expression controls and mouth shapes (phonemes) for lipsyncing. Modeling can be performed by means of a dedicated program (e.g., Lightwave Modeler, Rhinoceros 3D, Moray), an application component (Shaper, Lofter in 3D Studio) or some scene description language (as in POV-Ray). In some cases, there is no strict distinction between these phases; in such cases modelling is just part of the scene creation process (this is the case, for example, with Caligari trueSpace and Realsoft 3D). Particle system are a mass of 3d coordinates witch have aether points, polygons, splats or sprites assign to them. They act as a volume to represent a shape. Process Scene layout setup Scene setup involves arranging virtual objects, lights, cameras and other entities on a scene which will later be used to produce a still image or an animation. If used for animation, this phase usually makes use of a technique called "keyframing", which facilitates creation of complicated movement in the scene. With the aid of keyframing, instead of having to fix an object's position, rotation, or scaling for each frame in an animation, one needs only to set up some key frames between which states in every frame are interpolated. Lighting is an important aspect of scene setup. As is the case in real-world scene arrangement, lighting is a significant contributing factor to the resulting aesthetic and visual quality of the finished work. As such, it can be a difficult art to master. Lighting effects can contribute greatly to the mood and emotional response effected by a scene, a fact which is well-known to photographers and theatrical lighting technicians. Tessellation and meshes The process of transforming representations of objects, such as the middle point coordinate of a sphere and a point on its circumference into a polygon representation of a sphere, is called tessellation. This step is used in polygon-based rendering, where objects are broken down from abstract representations ("primitives") such as spheres, cones etc, to so-called meshes, which are nets of interconnected triangles. Meshes of triangles (instead of e.g. squares) are popular as they have proven to be easy to render using scanline rendering. Polygon representations are not used in all rendering techniques, and in these cases the tessellation step is not included in the transition from abstract representation to rendered scene. Rendering
Renderers Often renderers are included in 3D software packages, but there are some rendering systems that are used as plugins to popular 3D applications. These rendering systems include: Projection Since the human eye sees three dimensions, the mathematical model represented inside the computer must be transformed back so that the human eye can correlate the image to a realistic one. But the fact that the display device - namely a monitor - can display only two dimensions means that this mathematical model must be transferred to a two-dimensional image. Often this is done using projection; mostly using perspective projection. The basic idea behind the perspective projection, which unsurprisingly is the way the human eye works, is that objects that are further away are smaller in relation to those that are closer to the eye. Thus, to collapse the third dimension onto a screen, a corresponding operation is carried out to remove it - in this case, a division operation. Orthogonal projection is used mainly in CAD or CAM applications where scientific modelling requires precise measurements and preservation of the third dimension. Reflection and shading models Modern 3D computer graphics rely heavily on a simplified reflection model called Phong reflection model (not to be confused with Phong shading). In refraction of light, an important concept is the refractive index. In most 3D programming implementations, the term for this value is "index of refraction," usually abbreviated "IOR." Popular reflection rendering techniques in 3D computer graphics include: 3D graphics APIs 3D graphics have become so popular, particularly in computer games, that specialized APIs (application programming interfaces) have been created to ease the processes in all stages of computer graphics generation. These APIs have also proved vital to computer graphics hardware manufacturers, as they provide a way for programmers to access the hardware in an abstract way, while still taking advantage of the special hardware of this-or-that graphics card. These APIs for 3D computer graphics are particularly popular: There are also higher-level 3D scene-graph APIs which provide additional functionality on top of the lower-level rendering API. Such libraries under active development include: See also | |||||||||
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