|
|
3D Imaging
3D Building Blocks
Geometry | Material Editing | Lights | Virtual Cameras | Animation Tools | Dynamics
Here is a discussion of the basic'bricks and mortar' of mathematical virtual worlds.
Geometry
Polygon Meshes | Parametric Surfaces
Geometry of various flavors is used to define object shapes, and animation paths. Geometry is used because it is the mathematical discipline devoted the study of representing 1D, 2D , 3D, and other multidimensional spaces along with the entities that that populate them. Geometry is used extensively to scientifically describe the physical characteristics of our'real world'. The various forms of 3D acquisitional systems such as laser scanning, structured light, and photogrammetry capture an object's shape with this kind of geometric description. Similarly, totally synthetic virtual objects, created by a 3D modeling artist from scratch on the computer, are built using the same type of geometric descriptions.
Two of the most widely used classes of geometric entities employed to build virtual objects fare discussed in the links above.
| Polygonal Meshes |
| |
Polygonal geometric elements include: |
| - |
Vertices are locations defined in virtual space by an (X,Y,Z) cartesian coordinate. |
| - |
Lines are the connections between two points. |
| - |
Polylines are the connections between three or more points. |
| - |
Polygons are a surface defined by a closed boundary of three or more lines (sides) |
| - |
Polygon meshes are sets of two or more adjacent polygons.
Polygonal Elements |
|
|
| |
Most polygonal meshes are built from triangular or quadrilateral polygons (quads). Triangles and triangle meshes are the most widely use form of polygonal surface because they are accepted by nearly all modeling software. Triangles are, by definition, always planar . Polygons with four or more vertices can be planar (2D) or not (3D) depending on the vertices' position. Some lower end and older modeling software cannot use non-planar polygons. This problem can be resolved by converting all polygons to triangles.
A mathematical smoothing operation can be performed on the sharp edges between adjacent polygons. Smoothing occurs across an edge when the angle formed across the edge between the two polygons is less than a specified maximum angle. This results in smoothing occurring in regions where the change in polygon orientation between adjacent polygons is low and no smoothing occurring in regions where the change in polygon orientation between adjacent polygons is high, such as the the right angled edge of a cube.
The effect of smoothing |
When polygonal meshes are mapped with digital Images, 2D (U,V) coordinates corresponding to locations on the image are assigned to each of the mesh's vertices. The concept of 'UV space' is useful to separate'world space', where objects exist and animation takes place, from the individual self-contained 2D 'world' of each polygon mesh UV's. While polygon meshes describe shapes in 3D world space, the coordinates in UV space that constitute the image mapping instructions for the polygon mesh are in 2D.
|
| Parametric Surfaces |
| |
Parametric geometric elements such as widely used cubic B-spline curves and surfaces are the output results of mathematical functions called polynomial functions. Polynomial functions take as their inputs the (X,Y, Z) coordinate values that describe locations in space. These points, represented by their coordinate values, are called 'control vertices' (CV's).
For cubic B-spline curves, the input values of at least four CV locations are required before the polynomial function will output a curve. This primitive simple curve is called a span. When more than four CV locations are entered into the function, for each additional CV, the function will create both a special point entity on the path of the curve called a knot, and a new span.
Parametric Curve Elements |
Knots smoothly 'tie together' multiple spans. When curves are used to build surfaces, the knot positions establish surface patch subdivision boundaries called isoparms. Because each span shares CV's with its neighboring spans, multi-span curves have the property of appearing to be one long continuous curve. Curves composed of multiple spans are called 'piecewise curves'.
Piecewise curves are able to describe extremely complex 3D shapes. The shape and location of the curve is altered by changing the positions of the curve's CV's or knots.
The locations on cubic B-spline curves are defined by a single axis system with the axis, 'U', assigning numerical values along the curve from its first CV to its last. The method used to apply these values to the curve is called the curve's parameterization.
Surfaces are generated from curves. A simple cubic B-spline surface is a four sided shape bounded by four single span, four CV, edge curves joined at the corners. These primitive simple B-spline surfaces are called patches. Each simple patch has sixteen CV's; the twelve CV's along the edges and four CV's in the interior of the patch. These sixteen CV's constitute a 2D row and column array that controls, through their locations, the shape of the patch. For each additional row or column of CV's incorporated into the surface, a new row or column of patches is generated.
Surfaces composed of two or more patches are called 'piecewise surfaces'. Like piecewise curves, piecewise surfaces are able to represent extremely complex 3D shapes.
The surface curves used to define patch boundaries are called isoparms. The word 'isoparm' is short for isoparametic flow line. Isoparms form a 2 axis set of grid lines across a piecewise surface just as longitude and latitude grid the earth. In both cases the grid line are used to make precise addressing of the piecewise surface or our planet possible.
The surface's two axes are called'U' and 'V'. This surface based 2D coordinate system is called 'Parameter space'. The concept of parameter space is useful to separate'world space' where objects exist and animation takes place from the individual self-contained 2D 'world' of each piecewise parametric surface Within this 2D universe, like longitude and latitude on a map, each isoparametic flow line represents a constant numeric value along its corresponding, U or V axis. When cubic B-spline surfaces are mapped with digital Images, 2D (U,V) coordinates corresponding to locations on the image are mapped to 2D (U,V) coordinates on the surface.
Isoparms are formed on a piecewise surface at the knot locations of the piecewise curves used in its construction. The piecewise surface's parameterization, which is the isoparm grid structure and its associated numerical values, can be reconstructed for efficiency and structural elegance. Good structural architecture for a piecewise surface is the first step for successful animation, texture mapping, conversion to polygons, and achievement of a relatively low file size. |
Material Editing
Material editing tools enable the manipulation of the characteristics assigned to surfaces. Synthetic materials can include algorithmic procedural mapping simulating natural substances, and the mapping of digital 2D images from the 'real world' or the 'imagination' that define surface features like color, reflectivity, bumpiness, and transparency.
Lights
Lights illuminate the scene with virtual light source models of existing'real world' light sources. Many virtual light source models possess the exact physical properties of 'real' light. For example, many virtual lights decrease in intensity according to the inverse square of the distance traveled by the light ray.
Scenes can also be lit with panoramic High Dynamic Range (HDR) digital images. HDR images can contain a very large contrast range, the range from black to white, that is able to scale illumination intensity from the light of the noonday sun to the light of the new moon . Examples of these forms of virtual lights are:
| - |
Ambient Lights that cast non-directional illumination on the scene that sets minimum light levels and illuminates shadowed objects. |
| - |
Directional Lights, whose rays travel in parallel, simulating light that has traveled very long distances, such as light from the Sun. |
| - |
Point Lights which illuminate in all directions. |
| - |
Spot lights that project a specified cone of illumination. |
| - |
Area lights which simulate light from illuminated panels or windows. |
Virtual Cameras
Virtual cameras offer a potential viewpoint from every location in the virtual world and are capable of duplicating the optical attributes of any existing 'real world' photographic equipment. Images can be captured (rendered) in any resolution, limited only by processing time. By default, virtual cameras focus like pinhole cameras enabling sharp focus at any distance. 'Real world' camera optical attributes can be added to the camera by specifying features such as field of view from wide angle to super telephoto, focus depth of field, image aspect ratio, simulated film grain, high ISO noise, and lens flare.
Animation Tools
Animation tools track all changes between one rendered frame and the next. Any attribute of the world that changes can be animated. These tools employ a method called'Key framing'. Key framing is a process of freezing ongoing changes in the scene at strategic points along the animation time line. At each point, or key frame, changes from the previous key framed scene are identified. These changes throughout the animation can be represented as curves and manipulated by the animator to modify the nature of these changes. The software interpolates the state of change for animation frames between key frames.
Dynamics Engines
Dynamics engines simulate the effects of physical and synthetic forces in the virtual world. Dynamics are used to create natural forces like wind, rain, water, gravity, and fire. It can calculate the effects of collisions between bodies or the animation paths of individuals in the midst of herds and armies. The user can input the precise physical paths of objects such as rockets, planes, bullets, or a dropped pitcher of milk.
|
|
|