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Computer Graphics Techniques and Applications

Computer Graphics Techniques and Applications. Chapter 2 - 3D Modelling with Polygons Dr Brett Stevens e-mail: Brett.Stevens@port.ac.uk phone: 023 9284 5482 address: West Wing, Eldon Building notes: http://techfaculty.port.ac.uk/cgtap. Last Week. 2D Graphics – Bitmaps. y. z.

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Computer Graphics Techniques and Applications

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  1. Computer Graphics Techniques and Applications Chapter 2 - 3D Modelling with Polygons Dr Brett Stevens e-mail: Brett.Stevens@port.ac.uk phone: 023 9284 5482 address: West Wing, Eldon Building notes: http://techfaculty.port.ac.uk/cgtap

  2. Last Week • 2D Graphics – Bitmaps

  3. y z x 3D Coordinate Systems 3D is defined by its representation system, but it can be initialised in different ways. Left Hand Coordinates Right Hand Coordinates

  4. What does 3D Studio Max use? 3D Studio Max Interface

  5. Defining Coordinate Systems 3DS Max uses a rotated right hand coordinate system. However this can be defined in relation to the … • World • View • Local • Parent • Screen • Grid

  6. Representation method Advantages Disadvantages Polygon Easy to transform. Easy to render. Curved surfaces must be approximated. Not suited to irregular objects. Doesn’t model volume Octree Suited to irregular objects. Can easily swap model size for accuracy. Models volume Difficult to transform. Difficult to render realistically. CSG Models accurately. Models volume. Easy to render. Easy to transform. Limited application but used in some games development environments Spline Models curved surfaces accurately from little data. Easy to transform. Difficult to render. Doesn’t model volume. Fractal Huge detail from small model. Limited application. Defining 3D Objects.

  7. Polygon modelling (Assume the viewpoint is at 0,0,10). Listing the vertices in a polygon, can represent an object, but it makes it difficult to edit the edges.

  8. Polygon Meshes Vertices  Edges  Faces  Objects

  9. Real Polygon Meshes

  10. Geometric Primitives and their Attributes Primitives include, box, sphere, cylinder, pyramid and Teapot (amongst others). Attributes include position, size and orientation, as well as object name and default colour. Possible to add or subtract multiple primitives together to get new objects.

  11. Affine Polygon Transforms • Three basic transforms • Translation (Change in position) • Rotation (Change in orientation) • Scale (Change in dimensions) All done with matrix mathematics..!!!

  12. Polygon Modifiers Modifiers not transforms. • Theses are found on the modifiers panel. • e.g. Bend, taper, twist. These do not preserve parallel lines.

  13. Vertex / Edge/ Polygon Editing Sub-object editing can be incredibly complex but it is a skill that improves with practice.!!!! Requires conversion to a vertex representation (Editable Mesh). Low poly Modelling or Sub-Division Surface Modelling (Sub-D) Edit a simple object, and smooth the edges to make it look more realistic / organic.

  14. Breakout Session.

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