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{{3D computer graphics}} | {{3D computer graphics}} | ||
'''3D computer graphics''', sometimes called |
'''3D computer graphics''', sometimes called CGI, 3-D-CGI or three-dimensional computer graphics, are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering digital images. | ||
3-D computer graphics, |
3-D computer graphics, despite to what the name suggests, are most often displayed on two-dimensional displays. such as 3D films and similar techniques are 2D but with the help of visual depth and effects it can give the appearance of 3 dimensional objects. | ||
3D graphics and 2D graphics typically use completely different methods and formats for creation and rendering. However, 3D graphics uses some aspects of 2D graphics to help render objects and techniques and vice versa. 3-D computer graphics also rely on many of the same ]s as 2-D computer ]. | |||
⚫ | Objects in 3-D computer graphics are often referred to as 3-D models. A 3-D model is a mathematical representation of any three-dimensional object; a model is not technically a graphic until it is displayed. A model can be displayed visually as a two-dimensional image through a process called 3-D rendering, or it can be used in non-graphical computer simulations and calculations. 3D printing is another element of 3D graphics, that creates a physical representation of themselves, with some limitations. | ||
3-D computer graphics rely on many of the same ]s as 2-D computer ] in the ] and 2-D computer ] in the final rendered display. In computer graphics software, 2-D applications may use 3-D techniques to achieve effects such as ], and similarly, 3-D may use some 2-D rendering techniques. | |||
⚫ | |||
== History == | == History == | ||
In 1960 Ivan Sutherland introduces a sketchpad as the first graphic design interfaces. During this time frame 3D modeling was very restricted as it was a highly complex and expensive. In 1961 the Sketchpad launch and ran on TX-1 a computer at MIT. | |||
{{main|History of computer animation}} | |||
] was credited with coining the term ''computer graphics'' in 1961<ref>{{cite web|url=http://design.osu.edu/carlson/history/timeline.html#1960|title=An Historical Timeline of Computer Graphics and Animation|access-date=2009-07-22|archive-url=https://web.archive.org/web/20080310082944/http://design.osu.edu/carlson/history/timeline.html#1960 |archive-date=2008-03-10|url-status=dead}}</ref><ref>{{cite web |title=Computer Graphics |url=http://www.comphist.org/computing_history/new_page_6.htm |website = Learning Computer History|date = 5 December 2004}}</ref> to describe his work at ]. An early example of interactive 3-D computer graphics was explored in 1963 by the ] program at ].<ref>{{Citation |title=Ivan Sutherland Sketchpad Demo 1963 |url=https://www.youtube.com/watch?v=6orsmFndx_o |access-date=2023-04-25 |language=en}}</ref> One of the first displays of computer animation was '']'' (1976), which included an ] of a human face and a hand that had originally appeared in the 1971 experimental short '']'', created by ] students ] and ].<ref name="sltrib">{{cite news |url=http://www.sltrib.com/sltrib/mobile/53193670-90/film-catmull-computer-animation.html.csp |title=Pixar founder's Utah-made ''Hand'' added to National Film Registry |work=] |date=December 28, 2011 |access-date=January 8, 2012}}</ref> | |||
In 1968 Sutherland opened the first ever department of computer technologies at the University of Utah with his partner David Evans, where they recruited hundreds of students to develop the sketch pad and 3D modeling further. | |||
Eventually in 1968 they were able to open the first 3D graphics company to be founded. Evan and Sutherland's achievements paved the way for more people to get into the 3D graphic industry. One such pioneer is Ed Catmull who in addition to numerous technical advances in graphics, decades later would go on to found Pixar. | |||
At the Link Flight Simulation Division<ref>{{cite web |title=COMPUTER GRAPHICS AND COMPUTER ANIMATION: A RETROSPECTIVE - 13.2 SINGER LINK |website=ohiostate.pressbooks.pub |url=https://ohiostate.pressbooks.pub/graphicshistory/chapter/13-2-singer-link/}}</ref> which created the Link Simulator part of the Singer Company, technologists in the late 1970s through the 1980s notably Roy Latham who later published the "Dictionary of Computer Graphics" and worked on high performance image generation, Johnson Yan who wrote and patented extensively on digital image generation, and texturing approaches,<ref>{{cite web |title=Method and apparatus for texture generation |website=patents.google.com |url=https://patents.google.com/patent/US4615013A/en}}</ref> and Nicholas Szabo another early pioneer in visual systems for flight simulation as well as several others from Link devised a number of computer generated imagery (CGI) and practical 3D graphics applications still used today. | |||
By the 1970s, a lot more new companies were created and established to better the design software for user needs. And with a lot more competition ADAM (Automated Drafting and Machine) was created. ADAM was a software that could be used on multiple systems at the same time. In the 1980s 3D modeling software was a big want for consumers. | |||
In 1981 IBM (International Business Machines) launched their first personal computer. This led to a widespread of CAD usage in business operations in aerospace, automotives, etc. | |||
In 1983 AutoCAD was launch, AutoCAD was more of a 2D designing software, but it was important for the growth and development for 3D software. | |||
The 1990s was the peak for CAD software, it became standard practice for industries designing products. CAD prices eventually dropped allowing access for freelancers, smaller companies, and even hobbyists had access. 3D modeling was so popular among all user (intermediate to beginner) It eventually it became part of universities' curriculum allowing it became something you can get taught and certified for. | |||
Towards the end of the 1990s, software companies created a new evolution to 3D modeling called 3D printing. | |||
] began appearing for ]s in the late 1970s. The earliest known example is ''3D Art Graphics'', a set of 3-D computer graphics effects, written by Kazumasa Mitazawa and released in June 1978 for the ].<ref>{{cite web|url=https://www.brutaldeluxe.fr/projects/cassettes/japan/|title=Brutal Deluxe Software|website=www.brutaldeluxe.fr}}</ref><ref>{{cite web |url=http://www.neoncluster.com/projects-apple2/apple2-jcassettes.html |work=Projects and Articles|title = Retrieving Japanese Apple II programs |access-date= |archive-url=https://web.archive.org/web/20161005101914/http://www.neoncluster.com/projects-apple2/apple2-jcassettes.html |archive-date=2016-10-05 |url-status=dead |publisher = neoncluster.com}}</ref> | |||
==Overview== | ==Overview== | ||
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===Modeling=== | ===Modeling=== | ||
{{main|3D modeling}} | {{main|3D modeling}} | ||
The first phase is '3D modeling,' which is the process of forming the shape of an object. Models can be a real-life object scanned into a computer with special tools, or models can be created with a simulation within a computer software. Some popular software used for 3D modeling is the Polygonal Modeling, the Patch Modeling and the NURBS Modeling. With 3D modeling it uses a series of polygon shapes to structure the model. A polygon is a flat geometric figure with at least 4 angles, that 3D artist uses to form or to build a detailed 3D model and or objects. | |||
The model describes the process of forming the shape of an object. The two most common sources of 3-D models are those that an artist or engineer originates on the computer with some kind of ], and models ] into a ] from real-world objects (Polygonal Modeling, Patch Modeling and NURBS Modeling are some popular tools used in 3-D modeling). Models can also be produced ] or via ]. Basically, a 3-D model is formed from points called vertices that define the shape and form ]. A polygon is an area formed from at least three vertices (a triangle). A polygon of n points is an n-gon.<ref>{{cite web |url = http://www.mathwords.com/n/n_gon.htm/ |title = n-gon |last = Simmons |first = Bruce |website = MathWords |access-date = 2018-11-30 |archive-url = https://web.archive.org/web/20181215193753/http://www.mathwords.com/n/n_gon.htm |archive-date = 2018-12-15 |url-status = dead }}</ref> The overall integrity of the model and its suitability to use in animation depend on the structure of the polygons. | |||
===Layout and animation=== | ===Layout and animation=== | ||
{{main|Computer animation}} | {{main|Computer animation}} | ||
Before rendering into an image, objects must be laid out in a |
The second phase is the 'Layout and Animation,' which is the placement and movement of objects within a scene. Before rendering into an image, objects must be laid out in a 3D scene. This defines the spatial relationships between the object, the location and size. Animation refers to the temporal description of an object (i.e., how it moves and deforms over time). Some popular methods being Keyframing, inverse kinematics, and motion-capture. These methods and techniques are used in a combination to create movement within the screen. | ||
=== Materials and textures === | === Materials and textures === | ||
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===Rendering=== | ===Rendering=== | ||
{{main|3D rendering}} | {{main|3D rendering}} | ||
And lastly the third phase is 3D rendering. Rendering converts a model into an image either by simulating light transport to get photo-realistic images, or by applying an art style as in non-photorealistic rendering. The two basic operations in realistic rendering are transport (how much light gets from one place to another) and scattering (how surfaces interact with light). | |||
This step is usually performed using 3-D computer graphics software or a 3-D graphics API. Altering the scene into a suitable form for rendering also involves 3-D projection, which displays a three-dimensional image in two dimensions. Although 3-D modeling and CAD software may perform 3-D rendering as well (e.g., Autodesk 3ds Max or Blender), exclusive 3-D rendering software also exists (e.g., OTOY's Octane Rendering Engine, Maxon's Redshift). <gallery mode="packed" heights="150" caption="Examples of 3-D rendering"> | |||
<gallery mode="packed" heights="150" caption="Examples of 3-D rendering"> | |||
File:Engine movingparts.jpg|A 3-D rendering with ] and ] using ] and ] | File:Engine movingparts.jpg|A 3-D rendering with ] and ] using ] and ] | ||
File:Dunkerque 3d.jpeg|A 3-D model of a ] rendered with ] | File:Dunkerque 3d.jpeg|A 3-D model of a ] rendered with ] | ||
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==References== | ==References== | ||
Miyatovich, K. M. am K. (2023, April 24). ''What are polygons in 3D modeling (the ins and outs)''. The Motion Tree. https://themotiontree.com/what-are-polygons-in-3d-modeling/ | |||
{{reflist|35em}} | |||
Kramer, L. (2018). A look inside 3D design: What goes into it and where it's headedL. 99designs by vista. https://99designs.com/blog/design-history-movements/3d-design/ | |||
Ekaran, S. (2021, May 30). When did 3D modeling start? A brief history. SelfCAD. https://www.selfcad.com/blog/when-did-3d-modeling-start-a-brief-history | |||
3D Horse. (2017, August 14). History of 3D Computer Graphics. 3D Horse. https://www.3dhorse.com/blogs/3d/history-of-3d-computer-<nowiki/>graphics#:~:text=1%20%201960s%20Computer%20graphics%20design%20was%20an,Early%202000s%20...%206%20%202005%20to%20date{{reflist|35em}} | |||
== External links == | == External links == |
Revision as of 09:31, 7 January 2024
Graphics that use a three-dimensional representation of geometric data For the academic discipline, see Computer graphics (computer science). For broader coverage of this topic, see Computer graphics workstation.This article needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. Find sources: "3D computer graphics" – news · newspapers · books · scholar · JSTOR (April 2017) (Learn how and when to remove this message) |
Three-dimensional (3D) computer graphics |
---|
Fundamentals |
Primary uses |
Related topics |
3D computer graphics, sometimes called CGI, 3-D-CGI or three-dimensional computer graphics, are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering digital images.
3-D computer graphics, despite to what the name suggests, are most often displayed on two-dimensional displays. such as 3D films and similar techniques are 2D but with the help of visual depth and effects it can give the appearance of 3 dimensional objects.
3D graphics and 2D graphics typically use completely different methods and formats for creation and rendering. However, 3D graphics uses some aspects of 2D graphics to help render objects and techniques and vice versa. 3-D computer graphics also rely on many of the same algorithms as 2-D computer vector graphics.
Objects in 3-D computer graphics are often referred to as 3-D models. A 3-D model is a mathematical representation of any three-dimensional object; a model is not technically a graphic until it is displayed. A model can be displayed visually as a two-dimensional image through a process called 3-D rendering, or it can be used in non-graphical computer simulations and calculations. 3D printing is another element of 3D graphics, that creates a physical representation of themselves, with some limitations.
History
In 1960 Ivan Sutherland introduces a sketchpad as the first graphic design interfaces. During this time frame 3D modeling was very restricted as it was a highly complex and expensive. In 1961 the Sketchpad launch and ran on TX-1 a computer at MIT.
In 1968 Sutherland opened the first ever department of computer technologies at the University of Utah with his partner David Evans, where they recruited hundreds of students to develop the sketch pad and 3D modeling further.
Eventually in 1968 they were able to open the first 3D graphics company to be founded. Evan and Sutherland's achievements paved the way for more people to get into the 3D graphic industry. One such pioneer is Ed Catmull who in addition to numerous technical advances in graphics, decades later would go on to found Pixar.
At the Link Flight Simulation Division which created the Link Simulator part of the Singer Company, technologists in the late 1970s through the 1980s notably Roy Latham who later published the "Dictionary of Computer Graphics" and worked on high performance image generation, Johnson Yan who wrote and patented extensively on digital image generation, and texturing approaches, and Nicholas Szabo another early pioneer in visual systems for flight simulation as well as several others from Link devised a number of computer generated imagery (CGI) and practical 3D graphics applications still used today.
By the 1970s, a lot more new companies were created and established to better the design software for user needs. And with a lot more competition ADAM (Automated Drafting and Machine) was created. ADAM was a software that could be used on multiple systems at the same time. In the 1980s 3D modeling software was a big want for consumers.
In 1981 IBM (International Business Machines) launched their first personal computer. This led to a widespread of CAD usage in business operations in aerospace, automotives, etc.
In 1983 AutoCAD was launch, AutoCAD was more of a 2D designing software, but it was important for the growth and development for 3D software.
The 1990s was the peak for CAD software, it became standard practice for industries designing products. CAD prices eventually dropped allowing access for freelancers, smaller companies, and even hobbyists had access. 3D modeling was so popular among all user (intermediate to beginner) It eventually it became part of universities' curriculum allowing it became something you can get taught and certified for.
Towards the end of the 1990s, software companies created a new evolution to 3D modeling called 3D printing.
Overview
3-D computer graphics production workflow falls into three basic phases:
- 3-D modeling – the process of forming a computer model of an object's shape
- Layout and CGI animation – the placement and movement of objects (models, lights etc.) within a scene
- 3-D rendering – the computer calculations that, based on light placement, surface types, and other qualities, generate (rasterize the scene into) an image
Modeling
Main article: 3D modelingThe first phase is '3D modeling,' which is the process of forming the shape of an object. Models can be a real-life object scanned into a computer with special tools, or models can be created with a simulation within a computer software. Some popular software used for 3D modeling is the Polygonal Modeling, the Patch Modeling and the NURBS Modeling. With 3D modeling it uses a series of polygon shapes to structure the model. A polygon is a flat geometric figure with at least 4 angles, that 3D artist uses to form or to build a detailed 3D model and or objects.
Layout and animation
Main article: Computer animationThe second phase is the 'Layout and Animation,' which is the placement and movement of objects within a scene. Before rendering into an image, objects must be laid out in a 3D scene. This defines the spatial relationships between the object, the location and size. Animation refers to the temporal description of an object (i.e., how it moves and deforms over time). Some popular methods being Keyframing, inverse kinematics, and motion-capture. These methods and techniques are used in a combination to create movement within the screen.
Materials and textures
Materials and textures are properties that the render engine uses to render the model. One can give the model materials to tell the render engine how to treat light when it hits the surface. Textures are used to give the material color using a color or albedo map, or give the surface features using a bump map or normal map. It can be also used to deform the model itself using a displacement map.
Rendering
Main article: 3D renderingAnd lastly the third phase is 3D rendering. Rendering converts a model into an image either by simulating light transport to get photo-realistic images, or by applying an art style as in non-photorealistic rendering. The two basic operations in realistic rendering are transport (how much light gets from one place to another) and scattering (how surfaces interact with light).
This step is usually performed using 3-D computer graphics software or a 3-D graphics API. Altering the scene into a suitable form for rendering also involves 3-D projection, which displays a three-dimensional image in two dimensions. Although 3-D modeling and CAD software may perform 3-D rendering as well (e.g., Autodesk 3ds Max or Blender), exclusive 3-D rendering software also exists (e.g., OTOY's Octane Rendering Engine, Maxon's Redshift).
- Examples of 3-D rendering
- A 3-D rendering with ray tracing and ambient occlusion using Blender and YafaRay
- A 3-D model of a Dunkerque-class battleship rendered with flat shading
- During the 3-D rendering step, the number of reflections "light rays" can take, as well as various other attributes, can be tailored to achieve a desired visual effect. Rendered with Cobalt.
- A 3-D rendering of a penthouse
Software
3-D computer graphics software produces computer-generated imagery (CGI) through 3-D modeling and 3-D rendering or produces 3-D models for analytic, scientific and industrial purposes.
File formats
Main article: List of file formats § 3-D graphicsThere are many varieties of files supporting 3-D graphics, for example, Wavefront .obj files and .x DirectX files. Each file type generally tends to have its own unique data structure.
Each file format can be accessed through their respective applications, such as DirectX files, and Quake. Alternatively, files can be accessed through third-party standalone programs, or via manual decompilation.
Modeling
Main article: 3D modeling3-D modeling software is a class of 3-D computer graphics software used to produce 3-D models. Individual programs of this class are called modeling applications or modelers.
3-D modeling starts by describing 3 display models : Drawing Points, Drawing Lines and Drawing triangles and other Polygonal patches.
3-D modelers allow users to create and alter models via their 3-D mesh. Users can add, subtract, stretch and otherwise change the mesh to their desire. Models can be viewed from a variety of angles, usually simultaneously. Models can be rotated and the view can be zoomed in and out.
3-D modelers can export their models to files, which can then be imported into other applications as long as the metadata are compatible. Many modelers allow importers and exporters to be plugged-in, so they can read and write data in the native formats of other applications.
Most 3-D modelers contain a number of related features, such as ray tracers and other rendering alternatives and texture mapping facilities. Some also contain features that support or allow animation of models. Some may be able to generate full-motion video of a series of rendered scenes (i.e. animation).
Computer-aided design (CAD)
Main article: Computer-aided designComputer aided design software may employ the same fundamental 3-D modeling techniques that 3-D modeling software use but their goal differs. They are used in computer-aided engineering, computer-aided manufacturing, Finite element analysis, product lifecycle management, 3D printing and computer-aided architectural design.
Complementary tools
After producing video, studios then edit or composite the video using programs such as Adobe Premiere Pro or Final Cut Pro at the mid-level, or Autodesk Combustion, Digital Fusion, Shake at the high-end. Match moving software is commonly used to match live video with computer-generated video, keeping the two in sync as the camera moves.
Use of real-time computer graphics engines to create a cinematic production is called machinima.
Other types of 3D appearance
This section does not cite any sources. Please help improve this section by adding citations to reliable sources. Unsourced material may be challenged and removed. (September 2023) (Learn how and when to remove this message) |
Photorealistic 2D graphics
See also: Still life § 21st centuryNot all computer graphics that appear 3D are based on a wireframe model. 2D computer graphics with 3D photorealistic effects are often achieved without wireframe modeling and are sometimes indistinguishable in the final form. Some graphic art software includes filters that can be applied to 2D vector graphics or 2D raster graphics on transparent layers. Visual artists may also copy or visualize 3D effects and manually render photorealistic effects without the use of filters.
2.5D
Main article: 2.5DSome video games use 2.5D graphics, involving restricted projections of three-dimensional environments, such as isometric graphics or virtual cameras with fixed angles, either as a way to improve performance of the game engine or for stylistic and gameplay concerns. By contrast, games using 3D computer graphics without such restrictions are said to use true 3D.
See also
Graphics and software- Glossary of computer graphics
- Comparison of 3D computer graphics software
- Graphics processing unit (GPU)
- Graphical output devices
- List of 3D computer graphics software
- List of 3D modeling software
- List of 3D rendering software
- Real-time computer graphics
- Reflection (computer graphics)
- Rendering (computer graphics)
Fields of use
- 3D data acquisition and object reconstruction
- 3D motion controller
- 3D projection on 2D planes
- 3D reconstruction
- 3D reconstruction from multiple images
- Anaglyph 3D
- Cel shading
- Computer animation
- Computer vision
- Digital geometry
- Digital image processing
- Game development tool
- Game engine
- Geometry pipelines
- Geometry processing
- Graphics
- Isometric graphics in video games and pixel art
- Level editor
- List of stereoscopic video games
- Medical animation
- Render farm
- SIGGRAPH
- Stereoscopy
- Timeline of computer animation in film and television
- Video game graphics
References
Miyatovich, K. M. am K. (2023, April 24). What are polygons in 3D modeling (the ins and outs). The Motion Tree. https://themotiontree.com/what-are-polygons-in-3d-modeling/
Kramer, L. (2018). A look inside 3D design: What goes into it and where it's headedL. 99designs by vista. https://99designs.com/blog/design-history-movements/3d-design/
Ekaran, S. (2021, May 30). When did 3D modeling start? A brief history. SelfCAD. https://www.selfcad.com/blog/when-did-3d-modeling-start-a-brief-history
3D Horse. (2017, August 14). History of 3D Computer Graphics. 3D Horse. https://www.3dhorse.com/blogs/3d/history-of-3d-computer-graphics#:~:text=1%20%201960s%20Computer%20graphics%20design%20was%20an,Early%202000s%20...%206%20%202005%20to%20date
- "COMPUTER GRAPHICS AND COMPUTER ANIMATION: A RETROSPECTIVE - 13.2 SINGER LINK". ohiostate.pressbooks.pub.
- "Method and apparatus for texture generation". patents.google.com.
- Buss, Samuel R. (2003-05-19). 3D Computer Graphics: A Mathematical Introduction with OpenGL. Cambridge University Press. ISBN 978-1-139-44038-7.
- "Machinima". Internet Archive. Retrieved 2020-07-12.
External links
- A Critical History of Computer Graphics and Animation (Wayback Machine copy)
- How Stuff Works - 3D Graphics
- History of Computer Graphics series of articles (Wayback Machine copy)
- How 3D Works - Explains 3D modeling for an illuminated manuscript
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