[Home]History of 3D computer graphics

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Revision 3 . . (edit) September 29, 2001 11:39 pm by Levork [Link to new rendering page.]
Revision 2 . . September 25, 2001 10:57 am by (logged).70.2.xxx [Minor copyediting and linked to vector graphics]
Revision 1 . . September 25, 2001 5:56 am by (logged).224.100.xxx [Refactored out stuff from Computer Generated Art]
  

Difference (from prior major revision) (minor diff, author diff)

Changed: 3c3
To build a 3D image (actually, the image itself is usually (like most images) 2D, but you construct the elements that make up the image in 3D space), you first have to have objects to put in it. To get these objects, you must model them. The modelling process consists of describing the salient features of the object to the computer.
To build a 3D image (actually, the image itself is usually (like most images) 2D, but you construct the elements that make up the image in 3D space), you first have to have objects to put in it. To get these objects, you must model them. The modelling process consists of describing the salient features of the object to the computer, typically representated in a vector graphics format.

Changed: 5c5
Depending on what type of software you're using, this might consist of building a kind of mechanical drawing of the object using a special "modeller" program (imaginative name, that). Or, you might simply describe the the object using a simple computer language. Once the shape of the object is defined, the surface properties are set up. These consist of the object's colour, texture, and roughness.
Depending on what type of software you're using, this might consist of building a kind of mechanical drawing of the object using a special "modeller" program. Or, you might simply describe the object using a simple computer language. Once the shape of the object is defined, the surface properties are set up. These consist of the object's colour, texture, and roughness.

Changed: 7c7
Now the object is built, it can be positioned in front of the virtual camera.Typically, you have are shown a view through the viewfinder of the camera, with other views down each major axis (X, Y and Z). These secondary views let you move the objects with precision -- it's impossible for the software to determine exactly how to move a particular object from just the viewfinder alone.
Now the object is built, it can be positioned in front of the virtual camera. You are often shown a view through the viewfinder of the camera, with other views down each major axis (X, Y and Z). These secondary views let you move the objects with precision -- it's impossible for the software to determine exactly how to move a particular object from just the viewfinder alone.

Changed: 11c11
The process of actually snapping the photo is called rendering. For speed and convenience during the setup process (all that above) the computer only shows simplified representations of the objects you're moving around. When you're actually ready to get a proper picture, the machine suddenly lets the hammer down on all that floating point math hardware you hardly ever use. It caclulates a simulation of the light leaving the light sources, bouncing around your scene and off the objects and then into your camera, exposing a virtual film plate. (That's why a render slows down if you add more lights, that much more simulation to do for each object in the scene.)
The process of actually snapping the photo is called rendering. For speed and convenience during the setup process (all that above) the computer only shows simplified representations of the objects you're moving around. When you're actually ready to get a proper picture, the machine suddenly lets the hammer down on all that floating point math hardware you hardly ever use. It caclulates a simulation of the light leaving the light sources, bouncing around your scene and off the objects and then into your camera, exposing a virtual film plate. (That's why a render slows down if you add more lights: there's many more shading computations to do for each object in the scene.)

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