Wednesday 7 October 2015

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 

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