1 What Is 3D Modeling?

1 What Is 3D Modeling?

3D Ob ject Mo deling y Norman I. Badler Andrew S. Glassner 1 What is 3D mo deling? Every computer-rendered image requires three essential comp onents: a 3D scene description, one or more sources of light, and a description of the camera or eye viewing the scene. The scene description is typically comp osed of one or more models, or 3D structures. Typically we think of a model as a stand-alone part, e.g. a p encil or a tree, and the scene as the assembly of these parts into a complete 3D environment. This attitude re ects the most common pro cedure for building up a 3D scene: one builds many mo dels, and then assembles them. Each mo del contains two descriptions: a mathematical representation of the structure of the shap e, and a recip e for guring out how that shap e would lo ok if illuminated. Let us examine these descriptions in turn. 1.1 Mo del Structure The structural description is basically one of geometry. It tells us where the ob ject is in space, and where it is not. Imagine an empty co ee mug hovering in space in frontofyou. Now freeze time and lo ok at every molecule in the ro om: generally each molecule will b e part of the material of the mug or part of the air around the mug note that the air molecules inside the mug where the co ee would go are not part of the mug itself; they're part of the air around it. If you paintevery air molecule white and every mug molecule black, then you'll have avery ne description of the mug down to the precision of the molecules in the ro om. The result of this thought exp eriment has many of the prop erties of 3D mo dels used in computer graphics: it's conceptually straightforward if bulky, and has a limited precision most computer programs use the built-in calcula- tion hardware in to day's computers; this hardware has very high but limited precision. Some mo deling metho ds are very close to this approach; they create p oints in space or chop up space very nely and lab el it empty or full. Other Computer and Information Science Department, UniversityofPennsylvania, Philadelphia, PA 19104 USA y Microsoft Research, One Microsoft Way, Redmond, WA 98052 1 metho ds attempt to let you describ e your mo del more abstractly, saying for example that your mug is basically a thick cylinder with a b ottom and rounded lip. 1.2 Mo del App earance The other part of every mo del is the surface description. This b oils down to describing the physics of how the surface of the mo del interacts with light. Happily, it turns out that these physics are driven by a few descriptive terms that haveintuitive meaning for us, such as color, shininess, and transparency. Thus you could say that your co ee mug is shiny and blue, and go a long way towards describing its app earance. Since mo dels often simulate real world shap es, wehave to decide how detailed we want to be. When describing the co ee mug's geometry, do we want to include every little bump in the ceramic and the irregularities in the overall shap e, or is a mathematically p erfect cylinder close enough? When describing its app earance, do wewant to include the little scratches in the glaze, or is it enough to say that it is just uniformly shiny? The answers to these questions dep end on howyou intend to use the mo del. If it's going to b e sitting on the shelf in the background of some scene, p o orly lit and barely visible, then a blue cylinder might do the trick. But if the mug is the star of your image, front and center, large and well-lit, then you will probably want more detail. 2 Mo dels: Images and Simulations There are two principle reasons for building 3D mo dels on the computer: image- making and simulation. These two pro cedures are very similar, but they typi- cally have di erent goals. Image-making requires mo dels that look good. They need to b e suciently complex that they aren't b oring to the eye, and suciently realistic when that's the goal to pass convincingly as a good description of the real shap e. The ultimate arbiter of the mo del's quality is the p erson who lo oks at the picture. Simulation requires mo dels that are accurate. Some simulations test two mo dels mathematically to see if they t together within some tolerance; the result is simply a yes or no answer, rather than an image. Consider a simulation that tests the strength of the ro of of a new stadium under conditions of heavy rain: it's critical that the simulated ro of have exactly the intended shap e in order to determine howmuch rain will roll o the sides. An airplane wing also must b e mo deled with high accuracy if we exp ect to learn anything meaningful ab out its lift characteristics when actually actually built. Some mo dels are the result of a simulation: given a computer-controlled drill, a blo ckofwo o d, and a program for the drill, what is the shap e of the resulting part? Here we only supply the initial mo del, and the computer mo di es the 2 mo del for us. Wemaybeasinterested in the surface nish of the nal piece as its geometry. A hole might b e round, for example, but wewould like to b e sure that it is smo oth. These two applications have spawned two rather di erentways of describing mo dels. One is interactive and approximate, appropriate for making mo dels that just need to lo ok good. The other is slower and precise, appropriate for mo dels that must b e accurate. Of course, there's a huge overlap b etween these di erent systems, since many mo dels used for images need to b e very precise, and sometimes simulations just need something close as a starting p oint or stand-in for a more complex shap e. 3 Detail: How Much? Details add interest. The amount of detail in a mo del can make the di erence between a b oring and fake image, or one that is interesting and realistic. For simulation, details can make the di erence between getting an answer that is right or wrong. 3.1 Visual Detail Early computer graphics images used very simple mo dels: a table was a long box, made up of six p erfectly at, p erfectly smo oth, p erfectly colored sides. Real tables are much more interesting b ecause they have details. They have struc- tural detail, and app earance detail also called texture. Lo ok at any man-made or natural 3D ob ject, and you'll see a wealth of shap e detail and app earance detail: nothing is p erfectly at, smo oth, or featureless. To makeinteresting and b elievable images, we need mo dels that have enough richness that they b egin to match the complexity of the real world idealized forms are useful for art and education, but even there complexity can help you get your p oint across. The complexityof what seem to be simple forms can be staggering: lo ok closely at the coiled line running from a telephone handset to the base. The wires followavery complicated path, the gaps b etween coils increase and decrease, the coils themselves lo op around and through each other. The nish on the wire isn't consistent either: there are scratches and discolorations all along its length, sometimes in random places and sometimes in organized chunks like where the cord got caught and scrap ed in a do orway one day. It's this kind of detail that makes a mo del interesting, and creating this detail is one of the principle challenges to anyone who makes mo dels. In general, more detail in the geometry and the app earance is always b etter. But there are twocaveats to this principle: more detail takes you the designer more time to create, and it takes the computer the renderer more time to pro cess. In the previous example, a very detailed mug sitting in a dark corner will just slowdown your picture-making and add nothing. The situations that 3 cause the most trouble o ccur in animations, when a shap e starts out far away and barely visible, and later comes to o ccupy much of the image such as a baseball hurtling towards the camera. 3.2 Simulation Detail If you're building a mo del of a stapler and you want to make sure that the staples will be delivered correctly,it will be imp ortant to b e very accurate in your mo del of the little hollow depression in the base where the staple folds. But if you only want to make sure that a pile of pap er 30 pages thick will t in the op ening between the head and the base, the exact shap e of the hollow won't matter. Finding the right level of detail is a matter of matching purp ose to e ort. 4 Mo deling Software There are several typ es of programs available to help you create 3D mo dels. These programs are usually referred to as modelers.

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