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Introduction to 3D Graphics

An overview of how 3D graphics work
by

Jeff Smith

on 18 June 2010

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Transcript of Introduction to 3D Graphics

3D = Simulate EVERYTHING Modeling 3-Space actors ground sky trees grass clouds buildings animals fog smog vehicles clothing behaviour weather litter props lights laws of physics grime Shapes Xform Groups Texturing older = harder Lighting point source spot source area light fog telling everyone
in the world where
to be and how to dress Rendering taking pictures of the
objects in our world Animating key-framed motion capture behavioral programming cameras invisible z-buffer radiosity ray tracing notice: the light itself is invisible Integrating mixing the real world
and the virtual build EVERYTHING! it's about drawing forward it's about looking in it's about glowing out render farms * light? start -> mirror? glass? colour start -> Lots of Basic Shapes Most Common Shapes Have No Colour More Powerful Shapes Where the colour comes from building bigger objects To learn: start small Lots of Decisions <- first <-- next <-- last follow the camera ray
not the light compute a lot of light
rays that never reach the camera Many things simulatable in 2D
Especially static inserts Tools Professional Standards Maya (modeling, animation)
Renderman (rendering)
Massive (behavioral animation) Beginners Blender (all)
POV-Ray (renderer)
SketchUp (easy modeler) eye point viewing direction All very complicated
Full transcript