Lec02 Modeling Concepts And Techniques PDF 2021/22

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ImaginativeHedgehog

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Isaac Kerlow

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computer animation 3D modeling modeling techniques computer graphics

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These lecture notes cover modeling concepts and techniques in computer animation, focusing on 3D modeling. They detail the fundamentals of working with 3D objects and various transformation techniques such as translation, rotation, and scaling.

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EIE 3101 Computer Animation Lec 02 Modeling Concepts and Modeling Techniques 1 Isaac Kerlow, The art of 3D computer animation and effects, 4th ed., Hoboken, N.J.: John Wiley & Sons, 2009. Chapter 3, 4 2021/22 sem 1 3 Content  Ch3 Modeling Concepts  Ch4 Modeling Techniques  Geometric Primitive...

EIE 3101 Computer Animation Lec 02 Modeling Concepts and Modeling Techniques 1 Isaac Kerlow, The art of 3D computer animation and effects, 4th ed., Hoboken, N.J.: John Wiley & Sons, 2009. Chapter 3, 4 2021/22 sem 1 3 Content  Ch3 Modeling Concepts  Ch4 Modeling Techniques  Geometric Primitives  Sweeping  Tutorial  Copy, Instance, Reference and Array  Editable Poly  Edge Ring, Edge Loop, Edge Connect  Cut  Chamfer  Relax  Bridge 4 Modeling Concepts  Modeling: the sculpting, spatial description, and placement of virtual 3-D objects, environments, and scenes with a computer system.  This chapter explores the basic concepts of the modeling process  Numerical description of objects  Moving and resizing objects in 3-D space 5 Space, Objects, and Structures  Fig 3.1.2 6 Space, Objects, and Structures  Workspace or scene: 3-D space with the boundaries  We can think of this space as our world or environment.  Objects that exist within the space are visible, those that fall outside are invisible.  The main point of reference in this world is called the world origin.  The origin is usually located in the center of the space, but it can also be placed elsewhere 7 Space, Objects, and Structures  Fig 3.1.3 8 Space, Objects, and Structures  All 3-D spaces have 3 basic dimensions: width, height, and depth.  Commonly represented by arrows or axes.  Commonly labeled width with X, height with Y and depth with Z.  But 3ds Max labeled width with X, height with Z and depth with Y.  The point where these 3 axes intersect is the world origin.  The rectangular coordinate system can be used to define specific locations and accurately position the points of objects in 3-D space.  Also referred to as the Catesian coordinate system 9 Space, Objects, and Structures  Right-handed coordinate system  Values on the X axis become larger to the right of the origin  Values on the Y axis increase as the move above the origin  Values on the Z axis grow as they get closer to us 10 Space, Objects, and Structures  The 3 axes can be paired with each other in 3 different ways to define a plane or a view.  XY axes: front plane  XZ axes: top plane  YZ axes: side plane  Fig 3.1.4 11 Space, Objects, and Structures  The spherical or azimuthal coordinate system is also widely used  Provides a simple method for placing objects in a 3D world in terms of their distance to the object, their angle around the point of interest, and their altitude angle above the point of interest  Especially useful for placing and moving cameras and light sources in a 3-D scene  Fig 3.4.8 The spherical or azimuthal coordinate system allows for orbiting or panning the camera around the subject 12 Vertices, Edges, and Facets  Points, lines, and facets are the basic elements that can be used to build 3-D objects.  Fig 3.3.1  The simple pyramid has 4 points or vertices, 6 lines or edges, and 4 planes or facets 13 Vertices, Edges, and Facets  A point can be easily defined by its XYZ position.  A line can be defined by the XYZ location of its two endpoints.  In 3-D geometry, a point is also referred to as a vertex, which is defined by the intersection of 2 or more edges.  An edge is defined by two adjacent surfaces.  A Facet is a planar surface that is defined by the position of its bounding lines.  A 3-D object is usually composed of several points, lines, and facets. 14 Vertices, Edges, and Facets  The facets or planar surfaces that defined most 3-D objects are also called polygons, which means “with many angles”  Polygons are closed planes bounded by straight lines  Can be regular or irregular  Can be used to create 3-D objects called polyhedral (Fig 4.3.1)  Fig 3.3.2 shows polygonal meshes in wireframe rendering style  Most modeling techniques focus on building surfaces that are hollow shells– this is called boundary geometry 15 16 Moving Things Around  Once we have built some objects, we can move them around  Sometimes needs to move some of an object’s components, e.g. a group of points, before the modeling is completed.  Geometric transformations: functions used for modifying the shape of objects, their size and proportions as well as their position in space  Most widely used geometric transformations:  Translation, rotation, scaling, perspective projection  Can also be applied to the camera and the lights 17 Concatenated transformations  A series of global transformations applied in sequence  Fig 3.4.2 18 Absolute or Relative Values  Common to use mouse to control the position, orientation, and size of the models in the environment  Sometimes necessary to type specific values for controlling the exact position, orientation, and size models  In 3ds Max, shortcut key for transform type-in: F12  Absolute values: exact position in space where the object must be relocated regardless of where the object was located in space before the transformation  Relative values: the number of units added or subtracted to the current position of the object (relative to an existing absolute position) 19 Translation  Move an object or group of objects in a linear way to a new location in 3-D space  Can occur along one axis or along several axes at the same time  Order of translations does not affect the final position (Fig 3.4.2)  Fig 3.4.3 20 Rotation  Move an element or group of elements around a specific center and axis  The amount of rotation is usually specified in terms of an angle of rotation (measured in degrees) and a direction of rotation  When rotating an object around its own center, it is possible to reposition that center (In 3ds Max, it is called “pivot”) 21 Scaling  Change the size and/or the proportion of an element or a group of elements  Can be applied in proportional or a non-proportional mode  Proportional scaling: resize an object along each axis in equal amounts  Non-proportional scaling: the object may be resized by different factors along each axis  Fig 3.4.7 22 Perspective Projection  Makes possible the representation of 3-D environments on the flat surface of the computer’s monitor or a sheet of paper  A perspective view of a 3-D scene is created by projecting each point of an object from the viewpoint onto the image plane  The points in 3-D object coordinate system are then transformed to the 2-D image coordinate system  Happens automatically in virtually all 3-D software EIE 3101 Computer Animation Modeling Techniques 23 Isaac Kerlow, The art of 3D computer animation and effects, 4th ed., Hoboken, N.J.: John Wiley & Sons, 2009. Chapter 4 25 Geometric Primitives  Virtually all 3-D modeling computer programs provide a collection of tools for creating simple shapes with a fixed structure known as geometric primitives.  The number and type of geometric primitives varies from program to program, but the following list is a representative selection:  Cubes, spheres, cylinders, cones, toruses, regular polyhedral, and 2-D polygons  Fig 4.3.1, 4.4.1 26 What are the standard primitives provided by 3ds Max? 27 Geometric Primitives  Geometric primitives are standard shapes that the modeling program can create and manipulate effortlessly and usually from a simple predefined mathematical description.  Can be used to represent simple shapes  Require almost no modification except for changes to their position in space, size, and proportion in some cases  Can be used as the basis for more complex, composite 3-D shapes  Build more complex objects with a variety of utility tools for trimming, attaching, and blending  Fig 10.2.4 28 Geometric Primitives 1. Cubes  Six-sided, closed, 3-D objects  All sides have the same length (the only variable) 2. Spheres  Symmetric, closed, 3-D objects  Variable of radius or diameter  Popular as the starting point for free-form modeling 3. Cylinders and Cones  Commonly defined as polygonal objects  May be shaped by the following variables: radius, height, number of longitudinal divisions, number of latitudinal divisions, and whether they are capped or not.  Capping determines whether the round sides of cones or cylinders are open or whether they are closed 29 Geometric Primitives 4. Toruses  A torus is a 3-D, closed shape that resembles a donut  Like a cylinder that has been bent and stretched so that the two bases touch each other  Modeling variables: size of exterior radius, size of interior radius, number of latitudinal divisions, and number of longitudinal divisions.  Can also be built with radial sweeping techniques (Fig 4.4.1) 30 Geometric Primitives 5. Regular Polyhedra A polyhedron refers to a 3-D object that is composed of polygons Common regular polyhedral: 4-sided tetrahedron, 8-sided octahedron, 12-sided dodecahedron,  20-sided icosahedron Fig 4.3.1 31 Geometric Primitives 6. 2-D Shapes  Usually include arcs, circles, spirals, triangles, squares, and other polygons 32 Sweeping  Sweeping is perhaps the most powerful derivative modeling technique  The basic idea behind all sweeping modeling techniques consists of defining a 2-D outline that is swept along a predefined path.  As the outline is swept, it defines a shape in 3-D space.  The resulting 3-D model depends largely on the complexity of the seed outline and the complexity of the path (Fig 4.4.2) 33 34 Sweeping The 3 most popular sweeping techniques: 1. Extrusion  Create 3-D shapes by starting with a 2-D outline and extruding or extending it along a straight path along one axis (Fig 4.4.2)  Sometimes called lofting because the 2-D outlines are duplicated and moved a level up 2. Free-form sweeps  Some programs also offer the ability to extrude objects along curved paths of any shape and along any axis or combination of axes.  An extrusion that takes place along several axes is sometimes called a sweep, an extrusion on a path, or a free-form extrusion (Fig 4.4.3) 35 Sweeping The 3 most popular sweeping techniques (con’t): 3. Lathe or revolve  The surfaces created with this technique are usually called surfaces of revolution.  The software-based lathe tool simulates a real lathe, which is a tool composed of a rotating base on which you place a cylinder of wood that is shaped by placing a steep blade on its surface as the base rotates around its vertical axis.  The software lathe sweeps a 2-D outline around one axis; the 2-D outline may be open or closed.  A new 3-D shape emerges as the 2-D outline is swept along a circular or radial path; it usually remains perpendicular to the sweeping path as they are swept.  The resulting 3-D object is defined by the areas enclosed with the revolved 2-D outline. 36 Sweeping The 3 most popular sweeping techniques (con’t): 3. Lathe or revolve (con’t)  2-D outlines that do not touch the axis of sweeping will result in 3-D objects with holes  In these cases, the resulting shapes can be capped or uncapped.  Fig 4.4.4

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