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geometry from the other stages and shades the pixels. The Output Manager
takes all the stages and builds the final image from the data collected from the
steps. These are then sent to your screen. For every frame per second you have
is how many times this happens. E.G 30FPS= 30 times through the graphics
pipeline.
When it comes to what you see in 3D modelling use in games there is a Level Of
Detail. This refers to the method of increasing and reducing the number of
polygons on an object depending on how far the camera/player is. By decreasing
the amount of polygons you also decrease the amount of work your GPU has to
do (you get more FPS). 3D modellers create multiple versions of a model (lets
say a gun). When the player is up-close to this model the game shows the best
version of this gun with the most polygons and the further away the character
gets the model with fewer polygons is shown. This avoids wasting your GPUs
processing power and gives you more frames. This how games use Level of
Detail. These are all ways that a games or 3D modelling software display 3D
polygons.
Geometric Theory
Geometric theory in 3D modelling is the use of polygonal models and Nerbs.
However the games industry uses Polygonal models so that is what will be
focused upon. Polygonal models are made of Edges, Vertexs and Faces. Vertices
are points on your 3D models corners, they each have their own co-ordinates
and each of the points is known as a Vertex. These can be moved along the X, Y
and Z vertices to shape models. Edges are used to join the vertices together and
create a wireframe from vertex to vertex. These can also be moves along the X,
Y and Z axis to mould a shape Faces are used to fill in the spaces between the
vertices and Edges and can also be moved along the X, Y and Z axis to mould a
shape. The faces that make up a 3D model are known as a Mesh. A Mesh is made
of polygons. The co-ordinate system they use is based on the Cartesian coordinate system. This is a map defining the position of your mesh in 3D space.
Mesh construction
When it comes to making an object or mesh; they start with a primitive shape.
Primitive shapes are the starting building blocks like cubes, spheres, cylinder etc.
These are used to do box modelling and extrusion modelling. Box modelling is a
technique used to create polygon models. The 3D modeller starts with a simple
3D box and refines it until the modeller gets the shape they want. E.G head,
body etc. This happens because the 3D modeller moves the vertices, edges and
faces of the 3D shape. Extrusion modelling is where the 3D modeller selects one
face of the mesh and pulls it out (extrude) to create more faces. Both box
modelling and extrusion modelling are used together to get a more realistic
looking model. These two forms of modelling are used to make what you see in
your games.
3D modelling software
References
API
https://www.youtube.com/watch?
v=GN9tKPl6mH4&index=6&list=PLsPHRLf6UN4kkES0INlCfxDuf5abZW0OH
Graphics pipeline https://www.youtube.com/watch?
v=bFmxMGGdBrk&index=4&list=PLsPHRLf6UN4kkES0INlCfxDuf5abZW0OH
LOD https://www.youtube.com/watch?
v=mIkIMgEVnX0&list=PLsPHRLf6UN4kkES0INlCfxDuf5abZW0OH&index=3
Rendering
https://www.youtube.com/watch?v=DtfEVO9Oc3U
Geometric Theory https://www.youtube.com/watch?
v=KjCudOaZ7P4&list=PLsPHRLf6UN4kkES0INlCfxDuf5abZW0OH&index=5
3D mesh construction https://www.youtube.com/watch?
v=ojtV3PtrFJM&list=PLsPHRLf6UN4kkES0INlCfxDuf5abZW0OH&index=8
3D constraints
https://www.youtube.com/watch?v=F2rNzTGe9A&index=7&list=PLsPHRLf6UN4kkES0INlCfxDuf5abZW0OH
3DS Max price
http://www.autodesk.co.uk/store?origref=https://www.google.co.uk/
Maya price
http://www.autodesk.co.uk/store?origref=https://www.google.co.uk/