Blender 1pp
Blender 1pp
Camp Blender
http://cs.oregonstate.edu/~mjb/blender
They mean well, but delivery vans are just too-tempting a bark-target…
a Select all
Escape Get you out of almost anything (including stopping a render or an animation)
Shift-d Duplicate
F3 Search
g
Computer Graphics Grab (translate) an object
mjb – July 15, 2024
4
Handy Blender Shortcuts
Shortcut What it Does
Shift-g Group
i Insert a keyframe
Control-j Join 2 or more objects
m Send object to a collection (layer)
n Toggle the Sidebar menu
Shift-n Recalculate normals
p Partition (only in edit mode)
Control-p Establish a parent-child relationship (last object selected will be the parent)
Alt-p Destroy a parent-child relationship
Control-Alt-q Toggle quad viewing
r Rotate an object
s Scale an object
Shift-s Pie menu for using the 3D Cursor
Spacebar Start / Pause an animation
t Toggle the Object Tools menu
x Delete whatever is selected
z Bring up a display mode pie menu
Control-z Undo
Alt-z Toggle x-ray mode
Control-Shift-z Redo
F12 Render a scene image
F11 Return to the interactive scene
Computer Graphics mjb – July 15, 2024
5
Not Exactly a Shortcut, but Really, Really Useful
http://xkcd.com
Blender has thousands of buttons you can press. It is difficult to understand them
all. These notes are here to show you what certain combinations of buttons do in
order to learn them, and to remind you later when you’ve forgotten.
http://cs.oregonstate.edu/~mjb/blender
you will find Blender input files (*.blend), texture map files (*.bmp), and animation
movie files (*.mp4).
You can read a .blend file right into Blender (File → Open) so that you can
experiment with these examples without having to first create them yourself.
You can play an .mp4 movie file right from your browser so that you can see how
these examples look without having to run Blender at all.
What I know
What the
notes cover
6. Modeling, II 15.Stereographics
8. Particle Systems
9. Physics Animation
1. Navigating the
Screen Layout
Cursor
Move
Rotate
Scale
Transform
Annotate
Measure
Toggled on and off with the ‘t’ key
Add Cube
Computer Graphics mjb – July 15, 2024
15
The Add Menu
This is the Add tab – you will spend a lot of time here!
Create geometry
Create lights
… you are expected to turn features on and off by clicking in all or none of
the checkboxes
… you are expected to either left-click in the box and (keeping the left button
down) drag the mouse left-right like a slider, or single-click in the box and
type in a new value
… it means that you can click this button to get rid of your original model and
replace it with a model that has the edits you have just made
If Blender shows you this icon (with or without the word “Open” …
… the red color is telling you that you haven’t yet entered
enough information in this panel
… it allows you to hide and unhide something (the Outliner is where you use
this most often). Hiding an object is useful for decluttering your scene.
Hint #1: If you no longer want an object in the scene, hiding it for a while before
deleting it is usually a good thing. It is surprising how often you need something
not long after you deleted it.
Hint #2: If you hide something, don’t forget that you have hidden it. It is pretty
freaky to be certain that you once created something, but now you can’t find it
anywhere in the scene.
Link is like Append, but every time you open the scene
again, it will look at the file you are Linking from to see if
changes have been made, and if so, will bring those
into the scene instead of the first ones.
Blender sub-windows have a type, designated by the icon in the upper-left corner.
Clicking the down arrow, will bring up the list of the 23 types you can
change that sub-window into:
Congratulations! You have now added a new Blender sub-window to your display.
Computer Graphics mjb – July 15, 2024
35
Deleting a Blender Window
To delete a window, hover over the boundary, wait for the cursor to
change to a double-arrow, then right-click. This menu will pop up.
Select Join Areas and move the mouse up/down or left/right. This
symbol shows you which window will be eliminated when you click the
mouse button.
2. Viewing in 3D
Y
Y
X
X
Z
Left-handed Right-handed
Orthographic
Perspective
Computer Graphics mjb – July 15, 2024
42
Toggling Between Perspective and Orthographic Views
“Vanishing Point”
scene.blend
Use orthographic to see if things separated in depth are the same size:
On the vertical
strip of icons on
the right, click
this one:
And then be sure the Render Engine is set to Eevee for now.
Computer Graphics mjb – July 15, 2024
46
Setting the initial Display Mode
Viewport
X-ray Wireframe
Shading Rendered
No
X-ray
3. Moving Things
Around in 3D
These are all the different geometry things you can add
into the scene. We will cover many of them, but not all.
• Right-handed coordinates
• Right-handed rotation rule
• Angles are in degrees
+ X
+
Translate (“grab”)
Rotate
Scale
Global Local
Computer Graphics
Hit the ‘n’ key to toggle this panel on and off
mjb – July 15, 2024
59
Applying the Transformation
When you transform an object, Blender doesn’t change the object’s coordinates.
It keeps the object’s original coordinates plus a record of the transformation.
So, for example, if you scale an object by 2.0, Blender remembers it like this:
Before After
Computer Graphics mjb – July 15, 2024
62
The Outliner
In the upper-right portion of the screen
is the Outliner. Like the name implies, it
shows an outline of your scene.
Hint: If you hide something, don’t forget that you have hidden it. It is pretty freaky to be
certain that you once created something, but now can’t find it anywhere in the scene.
Computer Graphics mjb – July 15, 2024
63
The 3D Cursor
You have probably noticed that when you start up Blender, there is a mysterious
cursor positioned at the origin.
But, it is hard to get the 3D Cursor exactly where you want it to be. For example, if
you want to position the 3D Cursor at the corner of the cube indicated by the
yellow dot, LMB click on it. But, upon rotating, you realize that it is at the wrong
depth. So, get a view roughly 90˚ from the last view, and click again. You might
have to do this a couple more times.
Computer Graphics mjb – July 15, 2024
66
The 3D Cursor
You can also automatically position the 3D Cursor using the Object → Snap menu
For example, choosing Cursor to Selected will move the 3D Cursor to the median
point of the object you have most recently selected. Choosing Selected to Cursor
will move the selected object’s median point to where the 3D Cursor is.
Computer Graphics mjb – July 15, 2024
67
A Use for the 3D Cursor – Arbitrary Pivot Point
Select the object, tab to Edit Mode, select all vertices (‘a’) and translate
them (‘g’).
In Edit mode, the pivot point stays put while the vertices move.
Tab back to Object mode, and rotate the object to confirm that the pivot
point has changed.
In contrast, in Object Mode, the pivot point moves with the vertices.
4. Modeling, I
These are all the different geometry things you can add
into the scene. We will cover many of them, but not all.
UV Sphere
The small menu lets you modify how the last thing you did works. In this
case, the most important thing it is doing is letting you change the polygon
resolution of the sphere. But, this menu only exists until you do
something else. After that, the ability to change these values is gone.
Flat
Select the object (LMB) then click the RMB and select
Duplicate Objects. This leaves the new object right on
top of the old object and leaves you in Grab mode. Just
move the mouse to separate the two objects.
Before
After
Tab
Click here, or hit the
Select and edit:
key, to get into Edit Mode
A vertex An edge A face
Using the Tab key is so common, that “tab” has become a verb in the
Blender community. As we like to say, “Just tab over into edit mode.”
Enable Proportional Editing, then go one widget to the right and change the kind
of Proportional Editing from Smooth to Random
5. Appearance, I
Render Properties
Output Properties
Scene Properties
World Properties
Collection Properties
Object Properties
Clicking one of these brings up a
Modifier Properties much more detailed menu of options
Particle Properties
Physics Properties
Texture Properties
Computer Graphics mjb – July 15, 2024
90
Using the Material Properties Menu
Most matte
Most glossy
Computer Graphics mjb – July 15, 2024
94
The Color Wheel
Eyedropper
(lets you select a color you see somewhere else on the screen)
Computer Graphics mjb – July 15, 2024
96
RGB Additive Color Scale
R
R = Red
Y=R+G
G = Green
B = Blue
G W = White
M=R+B W=R+G+B
C = Cyan
M = Magenta
C=G+B Y = Yellow
K = Black
Blender’s RGB scale lets you give the red, green, and blue
components in the range 0. – 1.
120º
Hue
White
White 0º
Saturation
240º
Value Black
R = Red
G = Green
M B = Blue
W = White
G B C = Cyan
M = Magenta
Y = Yellow
K = Black
C
R G B
C
R = Red
B=C+M
G = Green
M B = Blue
W = White
G=C+Y K=C+M+Y
C = Cyan
M = Magenta
R=M+Y
Y = Yellow
K = Black
Y
R = Red
G = Green
B = Blue
W = White
C = Cyan
M = Magenta
Y = Yellow
K = Black
Click Assign
C A
A B C
6. Modeling, II
To change the text string, tab into Edit mode. The white rectangle
acts as a text cursor. Backspace over “Text” and type your new text.
The return key will let you enter multiple lines.
Go to the Geometry
sub-menu
From here on, your 3D text acts like any other 3D object.
It can be grabbed (translated), rotated, and scaled.
Or, this:
Scaling (‘s’)
Let’s say that you have two objects and want to join them together so
that you can act on them as one object.
Before
At this point, you can select the inner face and hit
g and z (grab in the z direction) to do this, or this.
You can also create a new inset face inside the inset face you just created.
Computer Graphics mjb – July 15, 2024
125
Extrude Tool
Start with a cube
5. Click Assign
From now on, this group of vertices can be selected just by selecting
the name from the list of Vertex Groups and clicking Select.
It will then expand into both of these Push/Pull essentially scales the selected faces around their
commands, and you can pick the centroid.
one you want:
For example, suppose we start
with this object and these
selected faces
Out
In
Render Properties
Output Properties
World Properties
Object Properties
Modifier Properties
Particle Properties
Physics Properties
Texture Properties
Computer Graphics mjb – July 15, 2024
The Modifiers Menu 135
Cube with
Bevel Modifier
in Edit Mode
Example: Here a cube has been beveled (one of the Modifiers). In Edit Mode
you can see both the beveled cube and the original cube. You can edit the
vertices and the new shape will get beveled as you edit.
Click here
Intersection
Difference
Intersection Difference
Computer Graphics mjb – July 15, 2024
152
Boolean Modifier
“Block minus Cylinder”
Select the cylinder, hit it g (grab) and slide the cylinder away
Difference
But, that mirrored object will reflect about the object origin, this
little dot right here. Which means that you will end up with
something like this, which is probably not what you wanted.
So, the first thing we need to do is to move the object away from the little dot.
You do this by Tabbing into Edit Mode and grabbing all the vertices and sliding them (gy).
In Edit Mode, the dot doesn’t move when you do this:
→
Y
X
Computer Graphics mjb – July 15, 2024
162
Screw Modifier
Before
Add a UV Sphere
In Edit Mode, select a group of sphere vertices and assign them as a Vertex Group
Hints:
1. Select the vertices in Orthographic and X-ray display modes
2. Double-click
Computer Graphics on the default name of the Vertex Group to give it a better name
mjb – July 15, 2024
167
The Lattice Modifier
Click the Lattice button and (perhaps) add more lattice detail.
Add a Lattice to the
scene.
Offset = 2
Offset = 1
Offset = 0
Offset = -1
At this point, Suzanne has disappeared. What!? To bring her back, grab the
blue animation time slider and slowly move it to the right:
Strength = 0.0
Strength = 0.3
Strength = 0
Strength < 0
Strength > 0
Aren’t you glad you didn’t have to sculpt this yourself?
Computer Graphics mjb – July 15, 2024
181
You Can Also Go Back to the Texture Pattern
and Change Some Things There
Child
Parent
If you rotate the blue (child) piece, then just it will move
If you rotate the yellow (parent) piece, then both it and the child piece will move
File = dino.obj
Subdivision surfaced
+
Smooth shaded
Abusively edited
• https://www.blenderkit.com/asset-gallery?query=category_subtree:model%20order:-created
• https://polyhaven.com/
• http://thefree3dmodels.com
• https://free3d.com/3d-models/star-wars
• http://lodbook.com/models
• http://people.sc.fsu.edu/~jburkardt/data/data.html
• https://sketchfab.com/features/free-3d-models
• http://www.turbosquid.com/Search/3D-Models/free/obj
OBJ-specific settings
(see next slide)
Computer Graphics mjb – July 15, 2024
195
OBJ-Specific File Settings
7. Rendering
scene.blend
4x 16x
4x 16x
NVIDIA
Let’s say that you are in Solid Shading Mode You now change to Render Mode and get this:
and your scene situation looks like this
The answer is that Solid Shading Mode doesn’t require your scene to be lit but
Render Mode does.
1. A Point Lamp shines light in all directions. The light is local to the scene. This is usually
the best type of light to start out with.
2. A Sun Lamp appears to come from a single direction and its rays are parallel. This acts
as if the light is very far away.
3. A Spot Lamp is like a Point Lamp, but only shines in one particular direction.
4. An Area Lamp is light coming from a finite surface, like most lights really are.
LB White Light
LG
LR
ER MR
What the E MG
G
eye sees
EB MB Green Light
What the material
can reflect
ER = LR * MR
EG = LG * MG
EB = LB * MB
Computer Graphics mjb – July 15, 2024
214
Lighting – Principles
In modeling, rendering, and animation, there are two major roles that lights play:
1. Key
2. Fill
We Add a Point Light and position it over the scene. Because we are in Render
Mode, we can interactively see when we have it positioned well.
The scene looks much better. But, there are still two problems.
1. The rest of the scene is now bright enough that our “star” is no longer highlighted.
2. The Fill Light is casting another shadow which is distracting.
Computer Graphics mjb – July 15, 2024
216
Lighting – Principles
So, we make two adjustments to our Fill Light:
The view that is rendered is not the same orientation that you see on the
screen. It is from the Camera position, which needs to be set separately.
The eye’s
position
g→z→z
Before
After
Before
After
Screen Space Reflections are a quick way to generate the appearance of internal
reflections in your object. You must be using the Eevee renderer to make this happen.
Before
After
I don’t know why I find this so pleasing to look at. I just do.
Before
After
<img src=“ball.png”>
There is an additional internal renderer called Freestyle. Suppose you start with
this scene:
8. Particle Systems
Disney/Pixar
Sony/Marvel
Computer Graphics mjb – July 15, 2024
241
Particle System Examples
(Particles don’t have to actually be particles.)
Disney
particles.blend
Need to make it a
Collision surface too.
7. Apply physics to
the hairs
Try
Computer Graphics setting the Hair Length to something small-ish like 0.5 or 1.0
mjb – July 15, 2024
259
Making the Hair Droop
Start animating
9. Physics Animation
Original Scene
dominos.blend
dominos.mp4
dominos.blend
dominos.mp4
You can set this by clicking on the Scene Properties Button and then scrolling
down to the Gravity dialog area.
This is the default, but you can set Gravity to anything you want, including turning it off
completely, or making it point upwards, or making it point sideways.
For fun, try setting the gravity to the Gravity Acceleration that other bodies have in
our solar system:
Gravity Acceleration
Body (m/sec2) g’s
Mercury 3.70 0.38
Venus 8.87 0.90
Earth 9.81 1.00
Moon 1.62 0.17
Mars 3.71 0.38
Jupiter 24.79 2.53
Saturn 10.44 1.06
Uranus 8.69 0.89
Neptune 11.15 1.14
https://www.universetoday.com/35565/gravity-on-other-planets/
cloth.mp4
You don’t need to set any other parameters (unless you want to)
cloth.mp4
Animate to
get this:
Render Animation kicks off the View Animation brings up a separate window
rendering of all your animation and plays back your animation.
frames in order
Create a grid, scale it up, rotate in to be vertical, and subdivide it in Edit mode.
Still in Edit mode, switch to Orthographic mode and rotate so the cloth is
perpendicularly facing you. Unselect everything (click in empty space) then
box-select one column of vertices.
Find the Vertex Groups area. Click on the plus sign (+) then
click on Assign. You can leave these vertices labeled as
Group, or give them something more descriptive, like Column.
Tab back to Object Mode. Go back to Perspective Projection.
With the cloth selected, go to the Physics icon and select Cloth.
Scroll down to the Shape tab and set the Pin Group to whatever
name you gave your column of points (Group, here).
fluttering.blend
fluttering.mkv
fluidmonkeycone.blend
Computer Graphics mjb – July 15, 2024
313
Setting up a Fluids Simulation –
Create the Domain Object
Step #3: Scroll down in the Physics-Fluid menu
until you find the Mesh tab.. Turn it on.
• Hide the Flow object (monkey?) by clicking off its eyeballs in the Outliner
• Select the Domain object, go to the Physics menu, scroll down until you see
this: Be sure Liquid is turned on. Now, go here and select the other option. It
doesn’t make a huge difference which one you pick, but changing the option
resets the fluid simulation.
Step #7: Run the animation! Go to Viewport Shading mode and hit Play.
The first time through will seem slow because it is computing the frames
and storing them. After that, the animation will be much smoother because
Blender is playing back your frames.
Step #8: Add some shape (a cone perhaps) into the middle of the Domain.
Give it a color and the proper shading type. Then, go to the Physics
menu, click on Fluid, and select Effector.
Step 9: Select the Domain object, go to the Physics menu, scroll down until you
see this again: Go here and select the other option. It doesn’t make a huge
difference which one you pick, but changing the option resets the fluid simulation.
10. Appearance, II
7. As before, changing
Metallic and Roughness
affects the shininess.
Cube Flat
Computer Graphics mjb – July 15, 2024
330
Places to Find Good Texture Images
https://www.shutterstock.com/search/texture
https://ambientcg.com/list?sort=Popular
https://www.freepik.com/photos/texture
We have been using the Eevee renderer and have gotten some very nice
results. But, we can do even better with the Cycles renderer.
Try them all to see which you have and which give the fastest Cycles
render. On my system, OptiX is fastest, followed by CUDA, and HIP
and oneAPI aren't available.
Computer Graphics mjb – July 15, 2024
Back to Cycles: Let’s Say That We Want to 334
Computer Graphics
reflrefr.blend mjb – July 15, 2024
335
Making the Sphere Reflective and Refractive
Transmission color
Index of Refraction
On-screen
Rendered
On-screen
Rendered
No Denoising Denoising
1 minute, 39 seconds
Computer Graphics 2 minutes, 14 seconds mjb – July 15, 2024
Rendered Results with Cycles 341
No Denoising Denoising
1 minute, 39 seconds 2 minute, 14 seconds
X
Computer Graphics mjb – July 15, 2024
342
What is Ray-Tracing?
Splat!
Normal
Vector
Angle of
reflection
Angle of
incidence
θi θr
Law of Reflection:
r i
Angle of reflection = Angle of incidence
Normal
Vector
Water
Snell’s Law of Refraction says that:
Or:
Notice that there are certain combinations of the η’s that require
sinΘ2 to be outside the range -1. → +1., which is not possible.
This indicates that the refraction has actually become a reflection.
Computer Graphics https://en.wikipedia.org/wiki/Snell’s_law mjb – July 15, 2024
348
The Physics of Refraction
Material B
θB
Material A
θA
Material Index of
Refraction
Vacuum 1.00000
Snell’s Law of Refraction: Air 1.00029
Ice 1.309
sin B A Water 1.333
sin A B Plexiglass 1.49
Glass 1.60
Diamond 2.42
http://en.wikipedia.org/wiki/Refractive_index
Computer Graphics mjb – July 15, 2024
349
Common Indices of Refraction
Material Index of
Refraction
Vacuum 1.00000
Air 1.00029
Ice 1.309
Water 1.333
Plexiglass 1.49
Glass 1.60
Diamond 2.42
=2.62
https://discover.charlesandcolvard.com/our-brand/everything-you-need-to-know-about-moissanite-vs-diamonds/
Computer Graphics mjb – July 15, 2024
350
You Can Also use a Mix Shader to Blend Glass
and a Texture
Set the Sculpt Set Radius Set Brush Add Material (+)
Mode to Draw to 20 Strength to 1.0
Computer Graphics That’s why it is called Dynamic Topology! mjb – July 15, 2024
360
Two approaches:
1. Make the object look smaller. That way more vertices will end
up inside the brush circle.
Computer Graphics 2. Use Subdivide or Subdivision Surfaces to add more vertices
mjb – July 15, 2024
366
Making Your Vertex Painting Show Up
http://ieeexplore.ieee.org/ieee_pilot/articles/05/ttg2009050853/figures.html
Keyframe animation is a technique that goes all the way back to the beginning of
hand drawn animation (e.g., Walt Disney). Senior animators would specify key
positions for the animated characters and then more junior animators would fill in
the frames in between. This became known as keyframing and in-betweening.
Blender allows you to create the keyframes and gets the computer to do the in-
betweening. Here, we will keyframe-animate the monkey as she slaloms around a
group of colored cubes:
Select the Animation workspace from the list at the top. This creates a
screen layout that looks like this:
This makes your screen look like this. These new sections are:
Computer Graphics Timeline Window – keeps track of what frame number we are on.
mjb – July 15, 2024
375
Keyframe Animation
Then, click here and change the type of display to the Graph Editor:
Note that Blender has filled in the in-between values for you. (This is the “In-Betweening”.)
Hit the ‘n’ key. Like in the 3D View, a Number Panel pops up.
anim2.blend anim2.mp4
Cameras and Lamps are just like any other object. As you have seen, they can be
positioned. They can also be keyframe-animated. Like other objects, just select them and
hit the ‘i’ key to insert a keyframe.
Frame 0 Frame 60
model.blend
modelmoved.blend
Be sure that the origins of the different parts are where you want the part to pivot around.
Selecting this …
causes object
rotation to happen
about the
previously-set
origin
Laika
Tip
Body
Root
Tab into Edit Mode, select the Armature, then select Extrude. Lift
up on the plus sign. This will add a second armature on top of the
first and connect them tip-to-root. Click here to let go. Tab back to
Object Mode.
Also, in the Properties buttons, you will see that there are now
Armature and Bone buttons.
When you click the Armature Properties button, a bunch of new information comes up.
The most important for right now is in the Viewport Display tab:
To create the Parent-Child relationship, hit Control-P. In the pop-up menu, select
Armature Deform With Automatic Weights
Earlier in these notes we talked about selecting multiple vertices and Vertex Groups.
We are going to do that again. We are going to put some of Mac’s vertices into a Vertex
Group called Bottom, and some into a Vertex Group called Top. These must match the
names of the respective Bones exactly,
1. Select Mac
2. In the properties area, select the Object Data Properties
3. Tab into Edit Mode
4. Select View → Perspective/Orthographic to place
yourself in orthographic display mode
5. Turn on the X-ray button at the top
6. Hit ‘a’ to unselect everything
Select the different Bones and try grabbing, rotating, and scaling them. Obviously, a
serious Mac animation will require more than two Bones! Bone transformation can be
keyframed just like transformation parameters of any other object.
C:\tmp\mjb.avi
and the type of file format that it is to have
Note: this scene is simple and compresses well. The mileage you get may vary.
1. Squash and Stretch -- Defining the rigidity and mass of an object by distorting its
shape during an action.
2. Timing -- Spacing actions to define the weight and size of objects and the
personality of characters.
3. Anticipation -- The preparation for an action.
4. Staging -- Presenting an idea so that it is unmistakably clear.
5. Follow Through and Overlapping Action – The termination of an action and
establishing its relationship to the next action.
6. Straight Ahead Action and Pose-To-Pose Action -- The two contrasting
approaches to the creation of movement.
7. Slow In and Out -- The spacing of the inbetween frames to achieve subtlety of
timing and movement.
8. Arcs -- The visual path of action for natural movement.
9. Exaggeration -- Accentuating the essence of an idea via the design and the action.
10. Secondary Action -- The action of an object resulting from another action,
11. Appeal .-- Creating a design or an action that the audience enjoys watching.
14. 3D Printing
...
Computerendsolid
Graphics mjb – July 15, 2024
Advice on 3D Printing 418
Better
The 3D Printer will like it better if the part
gets smaller as it goes up, not the other way
around.
Rule #1: The object must be a mesh and consist only of triangles.
Rule #2: The object must be a legal solid. It must have a definite
inside and a definite outside. It can’t have any missing face pieces.
7
6 F–E+V=2
F Faces
0 1 E Edges
V Vertices
4 5
For a cube, 6 – 12 + 8 = 2
http://twistedsifter.com/2013/08/when-3d-printing-goes-wrong/
Computer Graphics mjb – July 15, 2024
424
Object Rules for 3D Printing
Rule #3: You can’t make a new object by simply overlapping two
objects in 3D. If you want both shapes together, do a Boolean
union on them so that they become one complete object.
Computer Graphics
Not bad – it could have been lots worse …
mjb – July 15, 2024
426
Object Rules for 3D Printing
Rule #4: Each edge in the mesh must bound 2 and only 2 triangles
(this is known as the Vertex-to-Vertex Rule). If this is not true, then
your model has cracks in it.
15. Stereographics
Life Magazine
In everyday living, part of our perception of depth comes from the slight difference
in how our two eyes see the world around us. This is known as binocular vision.
We care about this because computer graphics can simulate that slight viewing
difference and thus create the binocular viewing of a synthetic scene.
https://www.3dglassesonline.com/products/anaglyphic/
16. References
http://blender.org
http://www.blender.org/education-help/
http://www.blenderguru.com/
John Blain, The Complete Guide to Blender Graphics: Computer Modeling and Animation,
Seventh Edition, CRC Press, 2022.