3D Modeling: Computer Simulation
3D Modeling: Computer Simulation
3D computer graphics
Basics
3D modeling / 3D scanning
3D rendering / 3D printing
Primary Uses
3D models / Computer-aided design
Visual effects / Visualization
Related concepts
CGI / Animation / 3D display
Wireframe model / Texture mapping
v • d • e
1 Models
o 1.1 Representati
on
2 Modeling processes
3 Scene setup
4 Compared to 2D
methods
5 3D model market
6 See also
7 References
[edit]Models
3D models are widely used anywhere in 3D graphics. Actually, their use predates the
widespread use of 3D graphics on personal computers. Many computer games used
pre-rendered images of 3D models as sprites before computers could render them in
real-time.
Today, 3D models are used in a wide variety of fields. The medical industry uses
detailed models of organs. The movie industry uses them as characters and objects for
animated and real-life motion pictures. The video game industry uses them as assets
for computer and video games. The science sector uses them as highly detailed models
of chemical compounds. The architecture industry uses them to demonstrate proposed
buildings and landscapes through Software Architectural Models. The engineering
community uses them as designs of new devices, vehicles and structures as well as a
host of other uses. In recent decades the earth sciencecommunity has started to
construct 3D geological models as a standard practice.
[edit]Representation
A modern render of the iconic Utah teapotmodel developed by Martin Newell (1975). The Utah teapot
is one of the most common models used in 3D graphics education.
Solid - These models define the volume of the object they represent (like a rock).
These are more realistic, but more difficult to build. Solid models are mostly used for
nonvisual simulations such as medical and engineering simulations, for CAD and
specialized visual applications such as ray tracing and constructive solid geometry
Shell/boundary - these models represent the surface, e.g. the boundary of the
object, not its volume (like an infinitesimally thin eggshell). These are easier to work
with than solid models. Almost all visual models used in games and film are shell
models.
Because the appearance of an object depends largely on the exterior of the
object,boundary representations are common in computer graphics. Two
dimensional surfacesare a good analogy for the objects used in graphics, though quite
often these objects are non-manifold. Since surfaces are not finite, a discrete digital
approximation is required:polygonal meshes (and to a lesser extent subdivision
surfaces) are by far the most common representation, although point-
basedrepresentations have been gaining some popularity in recent years. Level sets are
a useful representation for deforming surfaces which undergo many topological changes
such as fluids.
[edit]Modeling processes
There are five popular ways to represent a model:
Complex materials such as blowing sand, clouds, and liquid sprays are modeled
with particle systems, and are a mass of 3Dcoordinates which have
either points, polygons, texture splats, or sprites assign to them.
[edit]Scene setup
The geometry in 3D modeling is completely described in 3-D space; objects can be viewed from any
angle, revealing the lighting from different angles. Modeled and ray traced in Cobalt
It is usually desirable to add color to a model's surface in a user controlled way prior to
rendering. Most 3D modeling software allows the user to color the model's vertices, and
that color is theninterpolated across the model's surface during rendering. This is often
how models are colored by the modeling software while the model is being created. The
most common method of adding color information to a 3D model is by applying a
2D texture image to the model's surface through a process called texture mapping.
Texture images are no different than any other digital image, but during the texture
mapping process, special pieces of information (called texture coordinates or UV
coordinates) are added to the model that indicate which parts of the texture image map
to which parts of the 3D model's surface. Textures allow 3D models to look significantly
more detailed and realistic than they would otherwise.
Other effects, beyond texturing and lighting, can be done to 3D models to add to their
realism. For example, the surface normals can be tweaked to affect how they are lit,
certain surfaces can havebump mapping applied and any other number of 3D
rendering tricks can be applied.
3D models are often animated for some uses. They can sometimes be animated from
within the 3D modeler that created them or elseexported to another program. If used
for animation, this phase usually makes use of a technique called "keyframing", which
facilitates creation of complicated movement in the scene. With the aid of keyframing,
one needs only to choose where an object stops or changes its direction of movement,
rotation, or scale, between which states in every frame are interpolated. These moments
of change are known as keyframes. Often extra data is added to the model to make it
easier to animate. For example, some 3D models of humans and animals have entire
bone systems so they will look realistic when they move and can be manipulated via
joints and bones, in a process known as skeletal animation.
[edit]Compared to 2D methods
A fully textured and lit rendering of a 3d model.
A large market for 3D models (as well as 3D-related content, such as textures, scripts,
etc.) still exists - either for individual models or large collections. Online marketplaces for
3D content allow individual artists to sell content that they have created. Often, the
artists' goal is to get additional value out of assets they have previously created for
projects. By doing so, artists can earn more money out of their old content, and
companies can save money by buying pre-made models instead of paying an employee
to create one from scratch. These marketplaces typically split the sale between
themselves and the artist that created the asset, often in a roughly 50-50 split. In most
cases, the artist retains ownership of the 3d model; the customer only buys the right to
use and present the model