HA7 Task 3 - Geometric Theory

3D Geometry
Fundamental Principles


Cartesian Coordinate System

Cartesian Coordinates were invented by a French mathematician René Descartes (or Renatus Cartesius in Latin, hence the name 'Cartesian'). The idea was that everything has an origin from which 3 axis emerge, and the placement of an object/point is signified by the distance and direction of that origin.

Cartesian coordinates allow one to specify the location of a point in the plane, or in three-dimensional space. The Cartesian coordinates (also called rectangular coordinates) of a point are a pair of numbers (in two-dimensions) or a triplet of numbers (in three-dimensions) that specified signed distances from the coordinate axis. http://mathinsight.org/cartesian_coordinates

The system is continued to be used in many programmes, xy axis in 2D software like Adobe Illustrator or Photoshop, xyz axis in 3D software for making 3D models. While making a 3D model out of polygons, the person really signifies that positioning on plane or in space of points, joins them in edged which then create polygons and finally a mesh.

In both of these, the image representation is suggested by the record of the points' co-ordinates in the working area.

Primitives

Primitives are usually (but not restricted to) the most basic 3D shapes, such as spheres, cubes, cones, pyramids, cylinders etc. They are already put into a software and can be created manually as well. Their role is to be a starting point in polygonal 3D modelling, and can be easily modified once created.

Surfaces


Surfaces are the outer layer of a mesh model. They are its topographic representation on a flat 2D surface. It looks like a wrap or as if the object has been skinned. These surfaces are referred to as UV maps and look like a net. They can be coloured, textured and merged with the model again.


Other surfaces are normal and bump maps and allow further distortion of a model without adding to the polygon count.

HA7 Task 2 - Displaying 3D Polygon Animations

Display of 3D Models


API
Application Program Interface


An API is a set of commands, functions, and protocols which programmers can use when building software for a specific operating system. The API allows programmers to use predefined functions to interact with the operating system, instead of writing them from scratch.

All computer operating systems, such as Windows, Unix, and the Mac OS, provide an application program interface for programmers. APIs are also used by video game consoles and other hardware devices that can run software programs. While the API makes the programmer's job easier, it also benefits the end user, since it ensures all programs using the same API will have a similar user interface. http://techterms.com/definition/api


Graphic Pipeline


In 3D graphics rendering, the stages required to transform a three-dimensional image into a two-dimensional screen. The stages are responsible for processing information initially provided just as properties at the end points (vertices) or control points of the geometric primitives used to describe what is to be rendered. The typical primitives in 3D graphics are lines and triangles. The type of properties provided per vertex include x-y-z coordinates, RGB values, translucency, texture, reflectivity and other characteristics.

An Assembly Line
Graphics rendering is like a manufacturing assembly line with each stage adding something to the previous one. Within a graphics processor, all stages are working in parallel. Because of this pipeline architecture, today's graphics processing units (GPUs) perform billions of geometry calculations per second. They are increasingly designed with more memory and more stages, so that more data can be worked on at the same time. http://www.pcmag.com/encyclopedia/term/43933/graphics-pipeline

The graphic pipeline follows the long process in order to generate 2D image view out of 3D shapes with all the textures and lighting added. The process differs through definitions and softwares but remains similar and the outcome is pretty much the same (it's like if few people would do the same mathematical equation, each using their own method, but all of them getting the same answer).

Firstly, the pipeline processes commands and converts vertices onto 2D screen surface. It then generates pixels and deletes those, which the viewer won't see from the chosen angle. In next step the pipeline determines values based on colour, transparency level, textures, depth and adds shading. At last the frame buffer controller holds the finalised picture together.

HA7 Task 1 - Applications of 3D

3D in Games

Old Games
Early game development teams didn't have technology as it is now, they got limited colours and resolution. What some of them did, was to suggest the 3-Dimensionality with sprites and smart ways to programme the game.

Cover                                                    In Game 

The first 3D game ever made was called 3D Monster Maze, developed in 1981. The game was all randomly generated and the player was chased by a Tyrannosaurus Rex. The feature which signified the 3D aspect were walls, spites still remained 2D.

    Console                                         Game Example

The true 3D gaming console was Virtual Boy, released in 1995. The console had build-in screen, which looked like googles. This screen displayed red light in one eye, blue into another, just like glasses for 3D cinemas. "The console, however, was difficult to use and considered a risk to people’s eyes, not to mention that all the games (only 22 in total) were in red and red only. The console was, unfortunately, discontinued a year later but the concept was brilliant, and the first try at virtual reality." http://listverse.com/2010/05/11/15-firsts-in-video-game-history/

Cover                                               In Game

The first game with 3D engine and 3D rendered models was Quake. It was released in 1996 and highly inspired by Doom.
http://quake.wikia.com/wiki/Quake

Modern Games
Games nowadays use the same approach as Quake, though new, better engines and 3D making softwares are made. In game visuals are no longer extremely edgy, not only because of more polygons at one's disposal, but also because of more techniques conveying 3-Dimensionality, such as normal and bump mapping, which generate 3D textures onto flat surfaces.

(watch intro until 2:10)

Some indie developers approached a different way: making 2D graphics out of 3D models. It saves time for animating and redrawing all the sprites.

3D in Films and TV

Earlier Days
First object to be fully rendered in 3D and animated was Ed's hand. They approached it by first making a real model and drawing polygons on it. It was noticed by the creators of Future world who wanted to include the hand in their film.


First computer animated film was made by Pixar. It was published in 1988 and the name was Tin Toy. http://www.pixar.com/about/Our-Story

Now
Unlike low poly game models, 3D models in Films and TV can have as much polygons as wanted. That's because they don't require real time rendering, all the scenes and actions are already set, and these films can be rendered for as much as it takes. At the end the entire product is finished and can be watched many times without any lag.

There are few approaches in which Films and TV programmes/commercials use 3D graphics:
  • Entirely made in 3D, animated films (such as Toy Story, Shrek, Cars, etc.)
  • Half made; people as actors, but either environment, or some characters, or both, are generated in 3D and merged with recorded shots (for example Harry Potter, The Hobbit, Jurassic Park, etc.)
  • Only after effects made in post production, like some glowing light, magic spells, blood splashes, cracks, explosions and other


When half a film is generated in 3D, the rest is covered in green material. This green is used as a base, because it's quite unusual colour to be seen. After shots being taken, the green background is deleted and replaced with 3D made environments. 

3D in Medicine

In medicine, they use 3D technology to scan through patients' body and it is mostly used for printing. They replace or rebuild parts like skin, bones, eye protesis etc., and each of them will be different for everyone. 3D printing is extremely useful and time saving, also efficient.

Surgeons can also study and prepare before important operations by practicing and learning from 3D printed organs. http://www.gizmag.com/seven-life-changing-surgeries-3d-printing/35186/

3D printing in medicine: http://www.livescience.com/26853-3d-printing-medicine.html

  • human embryonic stem cells
  • blood vessels & heart tissue
  • skin
  • Patching a broken heart
  • cartilage & bone
  • Studying cancer with printed cells
  • organs



+ Education
Same approach is used to made human models for students to be familiar with the look of our insides. The only difference it that these school models are usually colourful and better looking than real human parts, but the resemblance remains.

3D in Architecture

Gone are the days when architects, MEP engineers, structural engineers, and any other consultants were shown almost exclusively as 2-dimensional views. 3D Architecture visualization has changed the way buildings are made today. 3D views can give a more instructive view of complex areas. There are many times where a typical 2D view just does not give you a good visual description of what that area will look like when it is complete. 3D Architecture models add to the right meaning of the design.

3D Architecture modeling and 3D views must be utilized effectively. The purpose is not to just make the drawings look impressive. They must add value and boost the design. Proper scale and size is associated with the 3D view, which are referenced for accurate dimensional information. Using 3D Architecture visualization along with related 2D views helps in the combined evaluation of the views.
http://www.visionnw.com/3d-architecture.html

In not so long future there also will be real-sized 3D printed buildings.


3D Printing

3D printing is revolutionising all technology fields. From small figurines, big sculptures, through jewelry and wearable clothing to cars, buildings and even human body parts, this technology can create anything from any material.