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MC-9 (3D Drawing and Modeling)

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30 views17 pages

MC-9 (3D Drawing and Modeling)

Uploaded by

Summiya Khan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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2/26/2024

Dr. Sania Bhatti

 Drawing in perspective or in 3-D on a 2-Dimensional surface takes


special skill and talent.
 Special tools are available to help you render 3-dimensional scenes.
Another axis (z-axis) is assumed along X & Y.
 A light is used to create a shadow of the object on z-axis, thus the
dimension is achieved. 3-dimensional text, images, graphics &
video/movies are common now a day.
 For 3D, depth of cubes & spheres are calculated to display the
perspective of rendered objects.
A great deal of information is needed to display a 3D scene. Scenes
consist of objects that contain many small elements such as blocks,
cylinders, spheres or cones. Objects and elements in 3D space carry
properties such as shape, color, texture, shading and location.
 Objects are created by modeling them using a 3D application.

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o A picture that has or appears to have height, width and


depth is three-dimensional (or 3-D).
o A picture that has height and width but no depth is two-
dimensional (or 2-D).
o The one of the basic differences between how 2-D and 3-
D graphics are used: 2-D graphics are good at
communicating something simple, very quickly.
o 3-D graphics tell a more complicated story, but have to
carry much more information to do it.

 When we model and display a 3D scene, there are many more


considerations in addition to coordinate values for the third
dimension.
 Also, some geometric transformations are more involved in 3D
space than in 2 dimensions.
 For, example we can rotate an object about an axis with any spatial
orientation in three dimensional space. Two dimensional rotations on
the other hand, are always around an axis that is perpendicular to
the xy plane.
 Viewing transformations in three dimensions are much more
complicated because many more parameters are to be considered to
specify a three dimension scene to a display device.
 Visible parts of a scene, for a selected view must be identified and
surface rendering algorithms must be applied if a realistic rendering
of scene is required.

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 The process of 3D modeling involves five interrelated


concepts.
1. Preparation
o The modeler needs to create a series of concept sketches for the
project according to his customer requirement.
o For instance, if a director wants a creature for a movie, the
modeler will need to take a look at the script and the storyboard to
know what is expected out of the model.
2. Reference Images
o The modeler import the images into a modeling program.
o This can be done in one of two ways. Either the modeler will apply
the images to flat planes as textures, which can then be positioned
in the scene or, as in a program like Hexagon, he will apply the
images to the pre-existing grids made for that purpose.

3. Initial modeling
o There are several techniques used in 3D modeling.
o One of the most popular is known as box modeling. In this
process, a single cube (box) is created on the screen. Then, using
various modeling tools such as "Extrude," "Tessellate" and "Bevel,"
the modeler gradually expands the various faces (polygons) of the
cube into whatever basic shape is required.
4. Refinement of the model
o Once the basic shape is created, the modeler can start refining it.
This means adjusting points and edges so that they work well
when the figure needs to move.
o For instance, it is usually necessary to use the "Line" tessellation
tool to add extra lines of polygons around sections of organic
models (people, cows, fish) that are going to have to bend.

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5. Smoothing
o Another important part of the process for creating an 3D
model, called "smoothing," relates to making organic
models.
o Virtually all 3D modelers now have this function, though it
may have a different name.
o When smoothing is applied to a model, the program
ramps up the number of polygons in the model and
creates a smoother, more natural-looking version. This
makes it much easier to make organic 3D models.

 To obtain a display of a three dimensional scene that has been


modeled in world coordinates, we must first set up a coordinate
reference for a “camera”.
 This coordinate reference defines the position for the plane of
camera film, which is the plane we want to use to display a view of
the objects in the scene. Object descriptions are then transferred to
the camera reference coordinates and projected onto the selected
display plane. We then apply lighting and surface rendering
techniques to shade the visible surfaces.
 Coordinate reference for obtaining a particular view of a three
dimensional scene

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 Realistic displays of a scene are obtained by generating perspective


projections of objects and by applying natural lighting effects to the
visible surfaces. An illumination model also called lighting model or
shadow model, is used to calculate the intensity of light that we
should see at a given point on the surface of an object.
 Lighting specifications include the intensity and positions of light
sources and general background illumination required for a scene.
 Remove hidden surfaces
 Shade the visible surfaces and reproduce shadows
 Reproduce surface properties:
• texture
• degree of transparency,
• roughness, ... etc

 Simple

 Color filling: flat without


any 3D information

 Requires modeling
interaction of light with the
object surfaces to have a
different color in 3D

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 Light on a surface is
• Absorbed
• Reflected
• Transmitted
 The amount of reflected light determines the
color and brightness of the object
 The reflected light is scatted depending upon the
surface properties and incident light

 Determines which faces or parts of faces are visible when


viewed from the light sources
 Surfaces visible from both the viewpoint and the light source
are not in shadow
 Surfaces visible from the viewpoint but not from the light
source are in shadow
 Basic idea:
 1. Each edge of an object that is an outline of the object when
viewed from the light source is extended to form a shadow
polygon
 If several light sources are being simulated then shadow
polygons generated by different light sources will be tagged
differently
 Shadow polygons are passed to the scan conversion process
along with polygons in the scene

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 What’s the difference?


 Lighting designates the interaction between
materials and light sources.
 Shading is the process of determining the color
of a pixel (i.e. Computer Graphics).
• Usually determined by lighting.
• Could use other methods: random color, NPR, etc.

 Surface rendering is a procedure for applying a lighting


model to obtain pixel intensities for all the projected
surface positions in a scene.
 Surface properties of objects include degree of
transparency and how rough or smooth the surfaces are
to be.
 Procedures can then be applied to generate the correct
illumination and shadow regions for the scene.
 A surface rendering method uses the intensity
calculations from an illumination model to determine light
intensity for all projected pixel positions for the various
surfaces in a scene. In other words surface rendering
can be accomplished by applying a basic lighting effect
to the objects in a scene.

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 Fast and simple.


 Compute the color of a polygon.
 Use that color on every pixel of the polygon.
 It is also called flat shading.
 This shading is accurate for polyhedrons or for
curved surface polygons when viewing and light
sources are far away from the objects in a scene.
 A single intensity value is calculated for each
polygon. All points over the surface of the polygon
are then displayed with the same intensity value.
 Works only if the polygons are small

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 Still pretty fast and simple.


 Gives better sense of form than flat shading for many
applications.
 Basic Idea:
• Compute color at each vertex.
• Bi-linearly interpolate color for each interior pixel.
 Approximates light reflections form curved surfaces by
calculating intensity values at polygon vertices and
interpolating these intensity values across the polygon
facets.
 Intensity values for each polygon are matched with the
values of adjacent polygons along common edges thus
eliminating intensity discontinuities that can occur in flat
shading.

 Phong shading applies lighting computation per-pixel.


• Uses linear interpolation of normal vectors, rather than
colors.
 Interpolation just as with colors in Gouraud shading
 It is more accurate but slower surface rendering procedure,
which interpolates the average normal vectors for polygon
vertices over polygon facets. Then surface intensities are
calculated using the interpolated normal vectors.
 It is also called normal-vector interpolation shading.
 It displays more realistic highlights on a surface.
 Interpolates the normal vector N rather than intensity
 Results are much improved over Gouraud.

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• Phong shading is based on interpolating the surface normal


vector

• The arrows (and thus the interpolated vectors) give an indication


of the curvature of the smooth surface which the flat polygon is
approximating to.

oThe interpolation is (like Gouraud shading) based upon


calculating the vertex normals (red arrows)….
o…using these as the basis for interpolatation along the
polygon edges (blue arrows) ….
o…..and then using these as the basis for interpolating
along a scan line to produce the internal normals (green
vectors)
oa colour value calculated for each pixel based on the
interpolated value of the normal vector.

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 Ray tracing provides an accurate method for obtaining global


reflection and transmission effects.
 Modeling interaction of lights with the objects/surfaces
• Doesn’t use Gouraud or Phong shading.
• Each pixel uses own ray to determine color.
 Can apply arbitrary lighting model.
 Classical (Whitted) ray tracing uses Phong model.
• Since ray tracing determines colors based on intersections, don’t
have to use polygonal geometry.
 Thus, can potentially use exact normals, rather than
interpolation
 Pixel rays are traced through a scene, bouncing from object to
object while accumulating intensity contributions.
 A ray tracing tree is constructed for each pixel and intensity
values are combined from terminal nodes of the tree back up
to the root.

Wireframe Flat

Gouraud Phong

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