P1
Understand theory and applications of 3D
Applications of 3D: for example film, TV, animation, models, product
design, web, games, education, and architectural walk-through.
Displaying 3D polygon animations
Application
programming interface, eg Direct3D, OpenGL
API
is a set of routines protocols and tools for building software direct3d is a graphics api for Microsoft Windows OpenGL Is a cross language multiplatform API for rendering 2D and 3D
vector graphics
Graphics pipeline, for example modelling,
lighting, viewing, projection, clipping, scan conversion, texturing and
shading, and display.
Graphics pipeline is when you turn 3D
model into what the computer displays Lighting is used to show when a light comes from
and shading Viewing is where you see the graphics
Displaying 3D polygon animations
Rendering techniques (radiosity ray tracing)
Rendering engines
An engine that renders graphics
Distributed
rendering techniques
Distributed rendering also known as Parallel Rendering that renders parallel objects
Lighting
Lighting shading that can add shadows and
make an object seem more 3d
Textures
The outside look of an object but not the
shape
Fogging
Fogging is where you make the background less
detailed by covering it in fog to save on computer power
Shadowing
Where you add a shadow to where you emulate
the sun being
Vertex and pixel shaders
Is used in hlsl to add shaders
Level of detail
the less
detail you use the faster the game can load and it will also use less computer
power the more detail you model is the long you game will take to load if you
have more than one model in you came at a time maybe 100 you will need to low
the level of detail to make sure people who play your game can play in on low
end spec pcs
Geometric theory
Vertices
Is a point in your 3d engine space on a y x
and z table
Lines
It’s a line
Curves
A curve
Edge
It’s a pointed or not side of a shape
Polygons
A polygon is a collection of vertices edges and
faces
Element
Lines curves edges faces vertices put some of these together
make a polygon
Primitives
The starting block of 3d modelling
Meshes, for
example wireframe
Is when you take away the face of the object you are making to just see
the outline?
Coordinate geometry
(two-dimensional, three-dimensional?)
How things are plotted in in 3d is like 2d
x,y but it also has a z to show how wide it is
Surfaces
A surface is
the showing side of a 3d or 2d model
Mesh construction
Box modelling
Is where you take a primitive and shape it in
to whatever you want?
Extrusion modelling
Its like box modelling but its more complex
Using common
primitives, for example cubes, pyramids, cylinders, and spheres.
Where you use base shapes to make more
complex shapes
3D development software
Software, for
example 3D Studio Max, Maya, Lightwave, AutoCAD, Cinema 4D,
File
formats, for example 3ds, .mb, .lwo, .C4d, and plug-ins.
All these program have tools and options to
make whatever 3d model you want is you know how to use each tool
Constraints
Polygon
count
You can’t have a really high polygon because
if peoples computer aren’t up to high spec it will crash and burn
File size
You can have a really big game but if you do
some people may not be able to play it or if they can they may not because it
takes too long to install
Rendering time.
You need to make sure your game doesn’t take
2 hours to load because if it does you will put a lot of people off playing the
game you need to make a trade of on how good the game looks and how well the
game works