3D Graphics Rendering and Terrain Modeling Overview

Total Page:16

File Type:pdf, Size:1020Kb

3D Graphics Rendering and Terrain Modeling Overview www.getmyuni.com Technology and Historical Overview 3D Graphics Rendering and Terrain Modeling www.getmyuni.com Overview • Introduction to 3D Computer Graphics • OpenGL • SGI vs Linux • 3D Animation • Terrain Modeler: Project Status www.getmyuni.comIntroduction to 3d Computer Graphics • 3D computer graphics is the science, study, and method of projecting a mathematical representation of 3D objects onto a 2D image using visual tricks such as perspective and shading to simulate the eye's perception of those objects. www.getmyuni.com 3D Graphics and Physics • 3D graphic software is largely based on simulating physical interactions. • Generally: • Space relations. • Light interactions. • In particular cases: • Material properties. • Object Movement. www.getmyuni.com Goals of 3D computers graphics • Practical goal: Visualization - to generate images (usually of recognizable subjects) that are useful in some way. • Ideal goal: Photorealism - to produce images indistinguishable from photographs. www.getmyuni.com Components of a 3D Graphic System • 3D Modeling: • A way to describe the 3D world or scene, which is composed of mathematical representations of 3D objects called models. • 3D Rendering: • A mechanism responsible for producing a 2D image from 3D models. www.getmyuni.com 3D Modeling • Simple 3D objects can be modeled using mathematical equations operating in the 3- dimensional Cartesian coordinate system. • Example: the equation x2 + y2 + z2 = r2 is a model of a perfect sphere with radius r. www.getmyuni.com Modeling considerations • Pure mathematical equations to represent 3D objects requires a great deal of computing power • Impractical for real-time applications such as games or interactive simulations. www.getmyuni.com Alternatives: Polygon Models • Modeling objects by sampling only certain points on the object, retaining no data about the curvature in between • More efficient, but less detailed. www.getmyuni.com Alternatives: Texture Mapping • Technique used to add surface color detail without increasing the complexity of a model. • An image is mapped to the surface of a model. www.getmyuni.com From 3D models to 2D images • A 3D world or scene is composed of collection of 3d models • Three different coordinates systems (or spaces) are defined for different model related operations: •Object Space •World Space •Screen Space www.getmyuni.com Object Space • The coordinate system in which a specific 3D object is defined. • Each object usually have its own object space with the origin at the object's center • The object center is the point about which the object is moved and rotated. www.getmyuni.com World Space • World space is the coordinate system of the 3D world to be rendered. • The position and orientation of all the models are defined relative to the center of the world space. • The position and orientation of the virtual camera is also defined relative to the world space. www.getmyuni.com Screen Space • 2D space that represents the boundaries of the image to be produced. • Many optimization techniques are performed on screen space. www.getmyuni.com Mathematics of 3D graphics • 3D operations like translation, rotation and scaling are performed using matrices and lineal algebra. • Each operation is performed by multiplying the 3D vertices by a specific transformation matrix. www.getmyuni.com 3D Rendering • The process of taking the mathematical model of the world and producing the output image. • The core of the rendering process involves projecting the 3D models onto a 2D image plane. www.getmyuni.com Types of Rendering Algorithms • Two general approaches: • Pixel-oriented rendering: • Ray tracers • Polygon-oriented rendering: • Scan-line renderers www.getmyuni.com Ray tracers • Operates by tracing theoretical light rays as they intersect objects in the scene and the projection plane. www.getmyuni.com Ray tracer limitations • Processor intensive. A full ray tracer is impractical for real-time applications. • Does not take into account inter-reflections of diffuse light, resulting in hard shadows. www.getmyuni.com Radiosity • Technique that models the inter-reflections of diffuse light between surfaces of the world or environment. • Produces more photorealistic illumination and shadows. www.getmyuni.com Scan-line renderers • Operate on an object-by-object basis, directly drawing each polygon to the screen. • Requires all objects – including those modeled with continuous curvature – to be tessellated into polygons. • Polygons are eventually tessellated into pixels. www.getmyuni.com Illumination for scan-line renderers • Lighting and shading is calculated using the normal vector. • The color is linearly interpolated across the polygon surface. www.getmyuni.comCommon shading techniques scan- line renderer •Flat shading •Gouraud Shading •Phong Shading www.getmyuni.com Flat Shading • The color of the polygon is calculated at the center of the polygon by using the normal vector. • The complete polygon surface is uniformly lighted. www.getmyuni.com Gouraud Shading • A normal vector is calculated at each vertex. • Color is calculated for each vertex and interpolated across the polygon www.getmyuni.com Phong Shading • The normal vectors are interpolated across the surface of the polygon • The color of each point within the polygon is calculated from its corresponding normal vector www.getmyuni.comPolygon shading techniques compared www.getmyuni.com Viewing frustum • Segment of the 3D world to be rendered • Objects outside the viewing volume are ignored. www.getmyuni.com Hidden surface determination • Not all objects inside the viewing frustum are always visible from the point of view of the camera. • Not all polygons of a particular object are visible from the point of view of the camera. • Common Techniques • Painters Algorithm • Z-Buffering www.getmyuni.com Painter’s Algorithm • Polygon-oriented. • All the polygons are sorted by their depth and then displayed in this order. www.getmyuni.com Z-Buffering • Pixel-oriented. • When multiple objects overlap (from the point of view of the camera) on a particular pixel, only the value of the pixel closest to the camera is used. • Implemented by saving the depth value of each displayed pixel in a buffer, and comparing the depth of each new overlapping pixel against the value in the buffer. www.getmyuni.com Perspective Projection • Projects the 3D world to a 2D image www.getmyuni.com The Open Graphics Language www.getmyuni.comOpenGL – The Open Graphics Language • De facto Application Programming Interface (API) for cross-platform development of 3D graphics applications. • Implementations available for all major Operating Systems and hardware platforms. • Support for hardware accelerated 3D rendering. • Scalable, high-level, easy to use, well documented. www.getmyuni.com History of OpenGL • Originally released by SGI in the early 90s. • Descendant of IRIX GL. • Previous 3D graphics APIs were generally platform dependant. • Born out of market pressure for a cross-platform 3D API during the late 80s. www.getmyuni.com OpenGL - Code Example • How to define a triangle: glBegin (GL_TRIANGLES); glVertex (0,0,0); glVertex (1,1,0); glVertex (2,0,0); glEnd (); www.getmyuni.com Development with OpenGL • OpenGL API designed only for drawing images. • Auxiliary visual toolkits are required for developing OpenGL applications for modern windowed desktop environments. • Potential options: • GLUT, SDL, GTK+ www.getmyuni.com Potential Auxiliary Toolkits • GLUT: Specifically designed for developing OpenGL demo applications. • SDL (Simple DirectMedia Layer): Library for multimedia and game development. • GTK+: General purpose toolkit for creating graphical user interfaces with OpenGL extensions available. www.getmyuni.com SGI vs Linux VS www.getmyuni.com SGI vs Linux • Linux is quickly becoming the preferred OS for OpenGL and 3D computer graphics development. • Today Linux dominates one of SGI’s most controlled market: Movie Special Effects. • Why? www.getmyuni.com SGI and Hollywood • Special effects production pipeline involves: • The graphic workstation – Used by the artists to create the models and textures used in the visual effects sequence. • The render-farm – A computer cluster dedicated for rendering the images or animations that form the visual effect sequence. www.getmyuni.com SGI’s Market dominance • SGI dominated the market of 3D graphics solutions during the 80s and 90s. • SGI hardware provided excellent performance for rendering calculations combined with a fast video subsystem. • The computer special effects market was locked-in to SGI’s hardware. • Most of the 3D rendering software was developed for IRIX (SGI’s UNIX OS). www.getmyuni.com SGI economics disadvantages • SGI’s workstations are expensive. • Historically FX houses purchased large amount of SGIs, which were amortized over several movies (usually 5 years). www.getmyuni.com The rise of Lintel (Linux+Intel) Causes: • The development of Linux (an open source UNIX clone for the PC) during the 90s. • The continuous performance increase of the Intel CPUs. • The development of consumer-level 3D acceleration hardware for the PC driven by the growing video game market. www.getmyuni.com Why the switch to Lintel? • Lintel platform provides a higher cost/performance ratio. • Linux is a POSIX complaint UNIX clone, porting the software from IRIX is trivial. • Linux is open-source and runs in multiple-architectures which greatly limits the possibility of vendor lock-in. www.getmyuni.com Lintel economic benefits • Using Lintel, a large portion
Recommended publications
  • GNU/Linux AI & Alife HOWTO
    GNU/Linux AI & Alife HOWTO GNU/Linux AI & Alife HOWTO Table of Contents GNU/Linux AI & Alife HOWTO......................................................................................................................1 by John Eikenberry..................................................................................................................................1 1. Introduction..........................................................................................................................................1 2. Symbolic Systems (GOFAI)................................................................................................................1 3. Connectionism.....................................................................................................................................1 4. Evolutionary Computing......................................................................................................................1 5. Alife & Complex Systems...................................................................................................................1 6. Agents & Robotics...............................................................................................................................1 7. Statistical & Machine Learning...........................................................................................................2 8. Missing & Dead...................................................................................................................................2 1. Introduction.........................................................................................................................................2
    [Show full text]
  • 3D Graphics Fundamentals
    11BegGameDev.qxd 9/20/04 5:20 PM Page 211 chapter 11 3D Graphics Fundamentals his chapter covers the basics of 3D graphics. You will learn the basic concepts so that you are at least aware of the key points in 3D programming. However, this Tchapter will not go into great detail on 3D mathematics or graphics theory, which are far too advanced for this book. What you will learn instead is the practical implemen- tation of 3D in order to write simple 3D games. You will get just exactly what you need to 211 11BegGameDev.qxd 9/20/04 5:20 PM Page 212 212 Chapter 11 ■ 3D Graphics Fundamentals write a simple 3D game without getting bogged down in theory. If you have questions about how matrix math works and about how 3D rendering is done, you might want to use this chapter as a starting point and then go on and read a book such as Beginning Direct3D Game Programming,by Wolfgang Engel (Course PTR). The goal of this chapter is to provide you with a set of reusable functions that can be used to develop 3D games. Here is what you will learn in this chapter: ■ How to create and use vertices. ■ How to manipulate polygons. ■ How to create a textured polygon. ■ How to create a cube and rotate it. Introduction to 3D Programming It’s a foregone conclusion today that everyone has a 3D accelerated video card. Even the low-end budget video cards are equipped with a 3D graphics processing unit (GPU) that would be impressive were it not for all the competition in this market pushing out more and more polygons and new features every year.
    [Show full text]
  • Luna Moth: Supporting Creativity in the Cloud
    Pedro Alfaiate Instituto Superior Técnico / Luna Moth INESC-ID Inês Caetano Instituto Superior Técnico / INESC-ID Supporting Creativity in the Cloud António Leitão Instituto Superior Técnico / INESC-ID 1 ABSTRACT Algorithmic design allows architects to design using a programming-based approach. Current algo- 1 Migration from desktop application rithmic design environments are based on existing computer-aided design applications or building to the cloud. information modeling applications, such as AutoCAD, Rhinoceros 3D, or Revit, which, due to their complexity, fail to give architects the immediate feedback they need to explore algorithmic design. In addition, they do not address the current trend of moving applications to the cloud to improve their availability. To address these problems, we propose a software architecture for an algorithmic design inte- grated development environment (IDE), based on web technologies, that is more interactive than competing algorithmic design IDEs. Besides providing an intuitive editing interface which facilitates programming tasks for architects, its performance can be an order of magnitude faster than current aalgorithmic design IDEs, thus supporting real-time feedback with more complex algorithmic design programs. Moreover, our solution also allows architects to export the generated model to their preferred computer-aided design applications. This results in an algorithmic design environment that is accessible from any computer, while offering an interactive editing environment that inte- grates into the architect’s workflow. 72 INTRODUCTION programming languages that also support traceability between Throughout the years, computers have been gaining more ground the program and the model: when the user selects a component in the field of architecture. In the beginning, they were only used in the program, the corresponding 3D model components are for creating technical drawings using computer-aided design highlighted.
    [Show full text]
  • 3D Modeling: Surfaces
    CS 430/536 Computer Graphics I Overview • 3D model representations 3D Modeling: • Mesh formats Surfaces • Bicubic surfaces • Bezier surfaces Week 8, Lecture 16 • Normals to surfaces David Breen, William Regli and Maxim Peysakhov • Direct surface rendering Geometric and Intelligent Computing Laboratory Department of Computer Science Drexel University 1 2 http://gicl.cs.drexel.edu 1994 Foley/VanDam/Finer/Huges/Phillips ICG 3D Modeling Representing 3D Objects • 3D Representations • Exact • Approximate – Wireframe models – Surface Models – Wireframe – Facet / Mesh – Solid Models – Parametric • Just surfaces – Meshes and Polygon soups – Voxel/Volume models Surface – Voxel – Decomposition-based – Solid Model • Volume info • Octrees, voxels • CSG • Modeling in 3D – Constructive Solid Geometry (CSG), • BRep Breps and feature-based • Implicit Solid Modeling 3 4 Negatives when Representing 3D Objects Representing 3D Objects • Exact • Approximate • Exact • Approximate – Complex data structures – Lossy – Precise model of – A discretization of – Expensive algorithms – Data structure sizes can object topology the 3D object – Wide variety of formats, get HUGE, if you want each with subtle nuances good fidelity – Mathematically – Use simple – Hard to acquire data – Easy to break (i.e. cracks represent all primitives to – Translation required for can appear) rendering – Not good for certain geometry model topology applications • Lots of interpolation and and geometry guess work 5 6 1 Positives when Exact Representations Representing 3D Objects • Exact
    [Show full text]
  • View Full Resumé
    Aspiration My dream job will allow me to apply a combination of my design and technical skills to create outstanding consumer software for a company that is deeply committed to their product and users. I desire to work in an environment where landing an icon on whole pixels matters, where the text written for an alert view is thoughtful, where design is a fundamental part of the philosophy, and where I can learn from and be inspired by the talented people I work with. Experience Getaround Jun 2013 – Present www.getaround.com Sr. Software Engineer Lead software engineer for Getaround’s iOS app, facilitating on-demand car rental services. Since joining I have refactored the client-side API to use a modern block- based design and taken on efforts to redesign the app user-experience for iOS 7. SeatMe, Inc. Jul 2012 – Jun 2013 Bryan www.seatme.com Sr. Software Engineer & UX Designer Hansen Engineering for a front-of-house restaurant solution on the iPad allowing real-time guest and operations management with server-side sync. Contribution of key new Cocoa Developer & features and refactorization of core components to increase stability and performance. Interaction Designer UX and prototyping on iOS to support future business directives. email [email protected] Bitswift Oct 2011 – Apr 2012 portfolio skeuo.com Cofounder phone 970.214.3842 Product development and design of an advanced design tool for the Mac platform, facilitating the creation of user flows for mobile applications. My responsibilities twitter @skeuo included product direction, development and UX wireframe design. Übermind, Inc. Mar 2006 – Sep 2011 www.ubermind.com Director of UX My project involvement with Übermind has been diverse, encompassing mobile apps for iOS and Android, consumer applications for the Mac and back-end enterprise systems.
    [Show full text]
  • Full Body 3D Scanning
    3D Photography: Final Project Report Full Body 3D Scanning Sam Calabrese Abhishek Gandhi Changyin Zhou fsmc2171, asg2160, [email protected] Figure 1: Our model is a dancer. We capture his full-body 3D model by combining image-based methods and range scanner, and then do an animation of dancing. Abstract Compared with most laser scanners, image-based methods using triangulation principles are much faster and able to provide real- In this project, we are going to build a high-resolution full-body time 3D sensing. These methods include depth from motion [Aloi- 3D model of a live person by combining image-based methods and monos and Spetsakis 1989], shape from shading [Zhang et al. laser scanner methods. A Leica 3D range scanner is used to obtain 1999], depth from defocus/focus [Nayar et al. 1996][Watanabe and four accurate range data of the body from four different perspec- Nayar 1998][Schechner and Kiryati 2000][Zhou and Lin 2007], and tives. We hire a professional model and adopt many measures to structure from stereo [Dhond and Aggarwal 1989]. They often re- minimize the movement during the long laser-scanning. The scan quire the object surface to be textured, non-textured, or lambertian. data is then sequently processed by Cyclone, MeshLab, Scanalyze, These requirements often make them impractical in many cases. VRIP, PlyCrunch and 3Ds Max to obtain our final mesh. We take In addition, image-based methods usually cannot give a precision three images of the face from frontal and left/right side views, and depth estimation since they do patch-based analysis.
    [Show full text]
  • IT Acronyms.Docx
    List of computing and IT abbreviations /.—Slashdot 1GL—First-Generation Programming Language 1NF—First Normal Form 10B2—10BASE-2 10B5—10BASE-5 10B-F—10BASE-F 10B-FB—10BASE-FB 10B-FL—10BASE-FL 10B-FP—10BASE-FP 10B-T—10BASE-T 100B-FX—100BASE-FX 100B-T—100BASE-T 100B-TX—100BASE-TX 100BVG—100BASE-VG 286—Intel 80286 processor 2B1Q—2 Binary 1 Quaternary 2GL—Second-Generation Programming Language 2NF—Second Normal Form 3GL—Third-Generation Programming Language 3NF—Third Normal Form 386—Intel 80386 processor 1 486—Intel 80486 processor 4B5BLF—4 Byte 5 Byte Local Fiber 4GL—Fourth-Generation Programming Language 4NF—Fourth Normal Form 5GL—Fifth-Generation Programming Language 5NF—Fifth Normal Form 6NF—Sixth Normal Form 8B10BLF—8 Byte 10 Byte Local Fiber A AAT—Average Access Time AA—Anti-Aliasing AAA—Authentication Authorization, Accounting AABB—Axis Aligned Bounding Box AAC—Advanced Audio Coding AAL—ATM Adaptation Layer AALC—ATM Adaptation Layer Connection AARP—AppleTalk Address Resolution Protocol ABCL—Actor-Based Concurrent Language ABI—Application Binary Interface ABM—Asynchronous Balanced Mode ABR—Area Border Router ABR—Auto Baud-Rate detection ABR—Available Bitrate 2 ABR—Average Bitrate AC—Acoustic Coupler AC—Alternating Current ACD—Automatic Call Distributor ACE—Advanced Computing Environment ACF NCP—Advanced Communications Function—Network Control Program ACID—Atomicity Consistency Isolation Durability ACK—ACKnowledgement ACK—Amsterdam Compiler Kit ACL—Access Control List ACL—Active Current
    [Show full text]
  • Bonus Ch. 2 More Modeling Techniques
    Bonus Ch. 2 More Modeling Techniques When it comes to modeling in modo, the sky is the limit. This book is designed to show you all of the techniques available to you, through written word and visual examples on the DVD. This chapter will take you into another project, in which you’ll model a landscape. From there, you’ll texture it, and later you’ll add the environment. You’ll see how modo’s micro polygon displacement works and how powerful it is. From there, you’ll create a cool toy gun. The techniques used in this project will show you how to create small details that make the model come to life. Then, you’ll learn to texture the toy gun to look like real plastic. Building a Landscape Landscapes traditionally have been a chore for 3D artists. This is because to prop- erly create them, you need a lot of geometry. A lot of geometry means a lot of polygons, and a lot of polygons means a lot of render time. But the team at Luxology has introduced micro polygon displacement in modo 201/202, allow- ing you to create and work with simple objects, but render with millions of poly- gons. How is this possible? The micro polygon displacement feature generates additional polygons at render time. The goal is that finer details can be achieved without physically modeling them into the base object. You can then add to the details achieved through micro poly displacements with modo’s bump map capabilities and generate some terrific-looking models.
    [Show full text]
  • Copyrighted Material
    Index abld build 36 AVRecorder 270 with C 40 abld freeze 226 IDE 32 abort() 74, 400, 402 MFC 214 abstract base class 46 Base Class Library (BCL) Mutex 388–391 active objects 31, 94–99, 237 C classes 53, 79, 85, 87 381 battery 10, 14, 43 C Wrappers 339–340 Active Template Library Bazaar 392–393 CActive 95, 97 (ATL) 134 BCL. See Base Class Library CActiveScheduler Adapter pattern 384 Binary Runtime Environment Add() 95–96 Alerts API 166 for Wireless Start() 141 AllFiles 130, 349, 355 (BREW) 253–254 CAknAppUi 155 Alloc() 64 Blackberry 11, 17–18 calendar 186, 251 ALLOC panic 45–46, 399 bld.inf 35, 36, 38, callbacks 147, 324, 381 AllocL() 64 115–116, 186, camera 165, 185, 253 All-Tcb 117 211, 292, 293, 316 Cancel() 98 Android 11, 12, 17–18, bldmake 36, 211 capabilities 228, 348–355 244–253, Bluetooth 127, 138 Android 369–371 369–371 Boost 107, 197 trusted applications ANSI C++ standardCOPYRIGHTED 386 BREW. See Binary MATERIAL Runtime 362–363 APIs 68–71, 103–131 Environment for untrusted applications applications, portable Wireless 363–364 375–396 CAPABILITY 37, 355 ARM RealView Compilation capitalization guidelines Tools (RVCT) 34, C 21, 28, 40, 103–131, 50–51 112 214 Carbide.c++ 32, 38, 72, ATL See Active Template C++ 21, 28, 31, 50, 59, 147, 211, 214, Library 61–66, 103–131, 368–369 auto_ptr 85, 143, 144 CArray 58 391–392 abstract base class 46 CArrayFixFlat 58 412 INDEX CArrayFixSeg 58 Common Language Runtime DLL. See dynamic link CArrayVarSeg 58 (CLR) 236 library CArrayXSeg 58 compilers 34, 39–40, Document Object Model catch 72 318–322 (DOM) 184 CBase 53, 54, 82, Component Object Model DOM.
    [Show full text]
  • An Opengl-Based Eclipse Plug-In for Visual Debugging
    An OpenGL-based Eclipse Plug-in for Visual Debugging André Riboira Rui Abreu Rui Rodrigues Department of Informatics Engineering University of Porto Portugal {andre.riboira, rma, rui.rodrigues}@fe.up.pt ABSTRACT A traditional approach to fault localization is to insert Locating components which are responsible for observed fail- print statements in the program to generate additional de- ures is the most expensive, error-prone phase in the software bugging information to help identifying the root cause of development life cycle. Automated diagnosis of software the observed failure. Essentially, the developer adds these faults (aka bugs) can improve the efficiency of the debug- statements to the program to get a glimpse of the runtime ging process, and is therefore an important process for the state, variable values, or to verify that the execution has development of dependable software. Although the output reached a particular part of the program. Another com- of current automatic fault localization techniques is deemed mon technique is the use of a symbolic debugger which sup- to be useful, the debugging potential has been limited by ports additional features such as breakpoints, single step- the lack of a visualization tool that provides intuitive feed- ping, and state modifying. Examples of symbolic debuggers back about the defect distribution over the code base, and are GDB [15], DBX [6], DDD [18], Exdams [4], and the easy access to the faulty locations. To help unleash that po- debugger proposed by Agrawal, Demillo, and Spafford [3]. tential, we present an OpenGL-based Eclipse plug-in that Symbolic debuggers are included in many integrated devel- opment environments (IDE) such as Eclipse2, Microsoft Vi- explores two visualization techniques - viz.
    [Show full text]
  • Foreign Library Interface by Daniel Adler Dia Applications That Can Run on a Multitude of Plat- Forms
    30 CONTRIBUTED RESEARCH ARTICLES Foreign Library Interface by Daniel Adler dia applications that can run on a multitude of plat- forms. Abstract We present an improved Foreign Function Interface (FFI) for R to call arbitary na- tive functions without the need for C wrapper Foreign function interfaces code. Further we discuss a dynamic linkage framework for binding standard C libraries to FFIs provide the backbone of a language to inter- R across platforms using a universal type infor- face with foreign code. Depending on the design of mation format. The package rdyncall comprises this service, it can largely unburden developers from the framework and an initial repository of cross- writing additional wrapper code. In this section, we platform bindings for standard libraries such as compare the built-in R FFI with that provided by (legacy and modern) OpenGL, the family of SDL rdyncall. We use a simple example that sketches the libraries and Expat. The package enables system- different work flow paths for making an R binding to level programming using the R language; sam- a function from a foreign C library. ple applications are given in the article. We out- line the underlying automation tool-chain that extracts cross-platform bindings from C headers, FFI of base R making the repository extendable and open for Suppose that we wish to invoke the C function sqrt library developers. of the Standard C Math library. The function is de- clared as follows in C: Introduction double sqrt(double x); We present an improved Foreign Function Interface The .C function from the base R FFI offers a call (FFI) for R that significantly reduces the amount of gate to C code with very strict conversion rules, and C wrapper code needed to interface with C.
    [Show full text]
  • Critical Review of Open Source Tools for 3D Animation
    IJRECE VOL. 6 ISSUE 2 APR.-JUNE 2018 ISSN: 2393-9028 (PRINT) | ISSN: 2348-2281 (ONLINE) Critical Review of Open Source Tools for 3D Animation Shilpa Sharma1, Navjot Singh Kohli2 1PG Department of Computer Science and IT, 2Department of Bollywood Department 1Lyallpur Khalsa College, Jalandhar, India, 2 Senior Video Editor at Punjab Kesari, Jalandhar, India ABSTRACT- the most popular and powerful open source is 3d Blender is a 3D computer graphics software program for and animation tools. blender is not a free software its a developing animated movies, visual effects, 3D games, and professional tool software used in animated shorts, tv adds software It’s a very easy and simple software you can use. It's show, and movies, as well as in production for films like also easy to download. Blender is an open source program, spiderman, beginning blender covers the latest blender 2.5 that's free software anybody can use it. Its offers with many release in depth. we also suggest to improve and possible features included in 3D modeling, texturing, rigging, skinning, additions to better the process. animation is an effective way of smoke simulation, animation, and rendering. Camera videos more suitable for the students. For e.g. litmus augmenting the learning of lab experiments. 3d animation is paper changing color, a video would be more convincing not only continues to have the advantages offered by 2d, like instead of animated clip, On the other hand, camera video is interactivity but also advertisement are new dimension of not adequate in certain work e.g. like separating hydrogen from vision probability.
    [Show full text]