2. Examine
the technology that allows us to display 3D polygon animations: graphics
pipeline, e.g. modelling, lighting, viewing, projection, clipping, scan
conversion, texturing and shading. Also research Radiosity & Ray tracing
rendering techniques.
The two most common API's for the display of 3D Models are OpenGL and Direct3D. these are what make the shapes and then shows them on the screen. OpenGL is and old version and standard where as Direct3D is by microsoft and there for can only be used on windows operating system.
THE GRAPHICS PIPELINE
MODELLING
This is where it deals with the manipulation of areas such as vertices, edges and faces which make the shape.
LIGHTING
Geometry in the space are shown through lights using rasterisation.
VIEWING
The ready made objects are then transformed into coordinates and placed into a virtual camera.
PROJECTION
Perspective is where objects are smaller when further away from the camera where as orthographic projection the object keeps its size.
CLIPPING
Is where items that are not visible on screen are not renders and so saves on the render process.
VIEWPORT TRANSFORMATION
the vertices are then given coordinates which will relate to pixels.
SCAN CONVERSION
uses rasterisation to determine the resulting pixel values present.
TEXTURING AND SHADING
pixels are then given a value which correspond to a colour of a texture.
DISPLAY
it is then displayed on screen.
THE GRAPHICS PIPELINE
MODELLING
This is where it deals with the manipulation of areas such as vertices, edges and faces which make the shape.
LIGHTING
Geometry in the space are shown through lights using rasterisation.
VIEWING
The ready made objects are then transformed into coordinates and placed into a virtual camera.
PROJECTION
Perspective is where objects are smaller when further away from the camera where as orthographic projection the object keeps its size.
CLIPPING
Is where items that are not visible on screen are not renders and so saves on the render process.
VIEWPORT TRANSFORMATION
the vertices are then given coordinates which will relate to pixels.
SCAN CONVERSION
uses rasterisation to determine the resulting pixel values present.
TEXTURING AND SHADING
pixels are then given a value which correspond to a colour of a texture.
DISPLAY
it is then displayed on screen.
RENDERING TECHNIQUES AND ENGINES
RASTERISATION
geometrically projects images onto a scene.
RAY-CASTING
geometrically projects images into a scene in a perspective this is fast rendering.
RAY-TRACING
similar to ray-casting but with much more advance optical effects which has the negatives of slower render times
RADIOSITY
this is used to give a more realistic look as it registers how the light would fall on other objects as well.
RAY-TRACING
DEALING WITH LIGHT
OMNI LIGHT
this light is the most basic and it gives off light in every direction.
SPOTLIGHT
this light is able to focus on an are although the further away the less light is shown as it is lost futher along.
TYPES OF LIGHT
types of light is important as objects are made of different materials and these consist of different ways the reflect light for example metal is shiny.
LIGHT
TEXTURES
Textures are what cover the object they are imported through the software using maps. these will determin many things for reflectance ruffness and smoothness.
DISTANCE FOG
Distance fog came into 3D animation and majority in games after the 1990's. it gave the illusion that items were further away. It also generated an atmosphere. It is caused by light scattering. It can be seen heavily used in the Silent Hill series.
SHADING
FLAT SHADING
This is where one simple colour is assigned to each polygon after a light source has been added.
GOURAUD SHADING
very similar to Flat as it calculates the same along with light intensity.
PHONG SHADING
this is the more realistic and accurate shading as it works out each vector showing an accurat depiction of for example curved surfaces.
LEVEL OF DETAIL
Rendering all polygons even at distance is very time consuming and can not always be needed. so less polygons are needed when the object is far from the camera. many more are added when close. This really does help with render times.