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3D ANIMATION
CHAPTER 3
MODELLING TECHNIQUES
PREPARED BY:
Topic Outline
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Cubes(Box)
Sphere (Ball)
Cylinders
Cones
Toruses (Toroid)
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CUBES (BOX)
Cubes are usually modeled as six-sided,closed,3-dimensional objects.
Since all sides have the same length, usually the only variable required for
modeling cubes is the length of a sides. Sometimes a number of subdivision
can be specified along each of the three axes. Its almost always created as
polygonal structures.
SPHERE (BALL)
Spheres ,like cubes are also model as symmetric, closed, threedimensional object. In order to be defined , all spheres required a variable of
radius or diameter and they can be modeled as a polygonal structure or as
a patch of curves.
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The ability to render polygonal models in real time with today system which offer more
realistic rendering and more complex models especially in the gaming industries.
It is important to optimize polygonal models by minimizing their structural face counts
and texturing to optimize time render but producing appropriate quality for the viewer.
Most computer or platform games use their own custom rendering engine to render
polygonal models in real time.
Most online websites that use real time polygonal models require a player or plug-in
mainly for encoding moving images, but it also provide tools for encoding threedimensional polygonal meshes that can be used for low resolution real-time character
facial and body animation as well as visual lip configurations called visemes.
Methods thats been used to accelerate real time rendering are level of details,
billboards and flash animations.
Many 3D computer animation applications and some game engine have adopted
COLLADA [ Collaborative Design Activity ] as an asset exchange format which some
version are capable of storing material properties and physical attributes of 3d model.
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Subdivision surfaces are popular as a flexible solution for modeling surfaces which is
a cross between polygonal meshes and patch surfaces and they offer some of the
best attributes of each of these traditional modeling techniques.
Instead of having a constant density of points throughout the model, subdivision
surfaces allow for different resolutions on arbitrary sections on the surface
Subdivision surfaces are define algorithmically where each surfaces are split into four
facets and then reposition the vertices by doing local weight point averaging .
Subdivision surfaces will subdivide only where the topology of the surface requires
additional details which is called adaptive approximation.
Subdivision were first used in Geris Game and A Bugs Life.
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LAB ACTIVITY
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ACTIVITY
LIGHTWAVE PART 3
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LIST OF REFERENCES
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APPENDIX
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