3d Graphics & Modelling Unit 1 Chapt 3
3d Graphics & Modelling Unit 1 Chapt 3
3D Modeling
The process of creating a three-dimensional representation of a physical object or scene using
specialized software.
Techniques:
1.Blender
● free and open-source software that is highly versatile for 3D modeling, animation,
rendering, and more.
● Supports simulations for fluid dynamics, smoke, fire, cloth, and rigid bodies.
● Python API Automate tasks and create custom tools using Python scripts.
● Free and open-source, making it accessible to everyone.
● Rigid Body Dynamics: Simulate the interaction of solid objects.
● Animate facial expressions and other deformations.
Autodesk Maya
● A professional 3D software primarily used for animation, modeling, and rendering.
● Advanced modeling tools, character rigging, animation, and dynamics. Known for its
extensive animation capabilities
● Industry standard for character animation and visual effects, highly customizable with
plugins and scripts.
Autodesk 3ds Max
● versatile 3D modeling and rendering software used for game design, film, and
visualization.
● User-friendly interface, strong for architectural visualization and game asset creation.
Autodesk AutoCAD
● leading CAD software used for drafting and designing in 2D and 3D.
● Precision drawing tools, advanced documentation, and design features for architecture,
engineering, and construction.
● Widely used in architecture and engineering, extensive support and documentation.
Cinema 4D
● It is a powerful 3D graphics software developed by Maxon, renowned for its ease of use
and extensive capabilities in modeling, animation, and rendering.
● Create and modify 3D models using polygons.
● Use procedural techniques to generate and modify models dynamically.
● Motion Graphics: Specialized tools for creating motion graphics and visual effects.
● Physical Render Engine: Offers realistic rendering with advanced lighting and material
options.
● Comprehensive tools for setting up and controlling scene lighting.
● Support global illumination Simulate realistic light behavior in a scene.
● Rigid Body Dynamics: Simulate the interaction of solid objects.
● Known for its user-friendly interface.
Zbrush
● specializing in creating highly detailed and complex 3D models. It is widely used in
various industries including film, game development, and toy design
● Automated tool to create cleaner, more efficient mesh structures.
● A variety of brushes for different sculpting needs, including detail, smoothing, and
shaping.
● Apply multiple texture layers with different properties to achieve complex materials.
● Exceptional for creating highly detailed and complex models.
● Extensive customization options with a variety of brushes, tools, and settings.
Rendering
The process of generating a 2D image or animation from a 3D model by simulating how light
interacts with surfaces.
Techniques:
Ray Tracing:
It is a rendering technique used to produce highly realistic images by simulating the way light
interacts with objects. It is known for its ability to create photorealistic visuals, particularly in
terms of light, reflections, and shadows.
Intersection Calculation: The rays are tested for intersections with objects in the scene. When
a ray intersects an object, the renderer calculates how light behaves at that point.
Lighting Calculation: The renderer calculates the lighting at the intersection point by
considering various light sources.This includes:
Direct Illumination: Light that directly reaches the point from a light source.
Reflections: Rays are traced to determine what is reflected off the object’s surface.Accurate
reflections of objects and environment details, including reflective surfaces and mirrors.
Refractions: Rays are traced through transparent materials to simulate bending of
light.Realistic simulation of light passing through transparent materials, like glass or water.
Shadows: Rays are traced to light sources to determine if the point is in shadow.Detailed and
accurate shadow rendering, including soft shadows and shadow penumbra (the transition
between light and shadow).
Global Illumination: For more realistic lighting, global illumination techniques are used to
simulate how light bounces and diffuses within a scene. This includes methods like path tracing,
which traces multiple rays to simulate indirect light.Simulates complex lighting interactions,
including indirect lighting and color blending.
2.Shader models
● It refers to a set of specifications that define the capabilities and features of shaders
within a graphics pipeline. Shaders are programs that run on the GPU to control various
stages of the rendering process, including how objects are drawn and how light interacts
with them.
● Higher shader models allow for more complex and realistic rendering techniques,
including advanced lighting, shading, and texture effects
Basic shading capabilities, including fixed-function pipeline stages and basic vertex and pixel
shaders.
● Shader Model 2.0 (DirectX 9.0)
Introduced programmable vertex and pixel shaders with more advanced features like dynamic
branching and more texture sampling.
Introduced support for compute shaders, enhanced geometry shaders, and new rendering
features like tessellation.
Included more advanced features such as enhanced compute shaders, tessellation, and
multi-threaded rendering.
Types of shaders
● Vertex Shaders
Transform vertex positions from object space to screen space, handle vertex lighting, and
manipulate vertex attributes.
● Fragment (Pixel) Shaders
Compute the final color of each pixel by processing textures, lighting, and other effects.
● Geometry Shaders
Process entire primitives (points, lines, triangles) and can generate new vertices or modify
existing ones.
● Compute Shaders
Perform general-purpose computations on the GPU that are not limited to graphics processing,
such as physics simulations or complex calculations.
3.Color Model
● A color model is a mathematical model describing the way colors can be represented
as numerical values. Different color models serve various purposes in digital imaging,
design, and printing
Color Models
● RGB (Red, Green, Blue)
color model used for digital screens and imaging. Colors are created by combining red, green,
and blue light in various intensities.
Typically uses 8 bits per channel (0-255 range) for each color, leading to over 16 million
possible colors.Monitors, TVs, cameras, and any device that uses light to display colors.
Clipping
5 .Lighting in 3d graphics
In 3D graphics, a light model (or lighting model) determines how light interacts with surfaces in a
scene. It simulates the effects of light to create realistic or stylistically consistent visuals. The
main components of a lighting model include:
1. Ambient Lighting
A uniform light that is scattered evenly in all directions. It doesn't come from any particular
source and affects all objects in the scene equally.
Prevents objects from being completely dark in the absence of other light sources. It provides a
base level of illumination.
It represents the general, scattered light that exists in an environment, often simulating light that
has bounced off multiple surfaces and is coming from all directions.
Characteristics of Ambient Light:
Uniform Illumination:
Ambient light affects all surfaces equally, regardless of their orientation, position, or distance
from the light source. This means that every part of the scene receives the same amount of
ambient light.
No Directionality:
Unlike other types of lighting (such as directional or point lights), ambient light has no specific
direction.
No Shadows:
Because ambient light is non-directional, it doesn't cast shadows. It's a soft, omnipresent
illumination that reduces the contrast between light and dark areas in a scene.
Prevents Total Darkness:Ambient light ensures that all parts of a scene are visible, even in
areas where no direct light reaches.
Sets the ambience: The color and intensity of ambient light can be used to create specific
atmospheres. For example, a warm, dim ambient light might suggest a sunset or cozy indoor
scene, while a cool, bright ambient light might suggest a cloudy day or an industrial
environment.
Balances Other Light Sources: Ambient light provides a base level of illumination that can be
combined with other light sources, like directional, point, or spotlights, to create a more complex
and realistic lighting setup.
2. Diffuse Lighting
Simulates light that hits a surface and scatters in many directions. It is dependent on the angle
between the light source and the surface normal.
Creates the appearance of a matte, non-shiny surface. The intensity decreases with the angle
between the light direction and the surface normal, leading to a more realistic shading effect.
It simulates how light behaves when it hits a rough or matte surface, where the light doesn't
reflect in just one direction but spreads out, making the surface appear evenly lit from different
angles.
Angle-Dependent
The intensity of diffuse light on a surface depends on the angle between the light source and the
surface normal (the perpendicular vector to the surface). The more directly the light hits the
surface (i.e., when the light source is perpendicular to the surface), the brighter the diffuse light
will be.
No Harsh Reflections:
Unlike specular lighting, which creates sharp, shiny highlights, diffuse lighting results in soft,
non-reflective illumination.
Diffuse lighting is often calculated using Lambert's cosine law, which states that the light
intensity on a surface is proportional to the cosine of the angle between the light direction and
the surface normal. This formula ensures that the light is brightest when hitting the surface
directly and fades as the angle increases.
Realistic Shading:
Diffuse lighting is crucial for creating realistic shading on objects. It ensures that surfaces facing
the light source are illuminated appropriately while those facing away gradually become darker,
adding depth and dimension to the scene.
Material Representation:
Diffuse light is particularly important for representing materials that don't have shiny or reflective
properties. By simulating how light scatters across a surface, it helps convey the texture and
roughness of materials like fabric, stone, or unpolished metal.
3.Specular Lighting
Represents the bright spot of light that appears on shiny surfaces. It simulates light that reflects
directly towards the viewer. Creates the appearance of glossy, reflective surfaces. The size and
intensity of the specular highlight depend on the material properties and the viewing angle.
Mirror-Like Reflection:
Specular light simulates how light reflects off a surface in a specific direction, much like how a
mirror reflects light. This reflection depends on the viewer's position, so the highlight moves as
the viewing angle changes.
Angle-Dependent:
The intensity and position of the specular highlight depend on the angle between the viewer, the
light source, and the surface normal (the perpendicular vector to the surface). The highlight is
brightest when the viewing angle aligns with the reflection direction.
Specular highlights convey information about a material's shininess and smoothness. A highly
shiny surface (like polished metal or glass) will have small, intense highlights, while a less shiny
surface (like brushed metal or plastic) will have broader, softer highlights.
One of the most common models for calculating specular reflection is the Phong reflection
model. It adds a specular component to the overall lighting calculation, based on the angle
between the reflected light direction and the viewer's direction.
All light rays emitted from a parallel light source travel in the same direction and are parallel to
one another. This is unlike point lights or spotlights, where the light rays spread out from a
specific point.
No Attenuation:
Because the light source is considered infinitely distant, the intensity of the light does not
decrease with distance. This means that every part of the scene is illuminated with the same
intensity, regardless of how far it is from the light source.
No Specific Position:
Parallel light is defined by its direction rather than a specific location in the scene. The light
affects all objects uniformly in the direction it’s pointing, regardless of their position.
Sharp Shadows:
Parallel light typically produces sharp, well-defined shadows because the light rays are parallel.
The shadows cast by objects are of consistent width and do not blur or fade with distance,
similar to the shadows you would observe on a bright sunny day.
5.Spotlight
Spotlight in 3D graphics is a type of light that emits light in a specific direction, with a
cone-shaped area of influence. Unlike point lights, which radiate light equally in all directions,
spotlights focus their light in a particular direction, creating a more dramatic and focused effect,
often used to highlight specific objects or areas in a scene.
Characteristics of Spotlight:
Cone of Influence:
A spotlight emits light within a cone-shaped area, defined by two main angles:
Inner Cone Angle (Hotspot): The central part of the cone where the light is the most intense.
Outer Cone Angle (Falloff): The outer boundary of the cone where the light gradually fades
out. The intensity of the light decreases from the inner cone to the outer cone.
Directionality:
Unlike point lights, which emit light in all directions, a spotlight has a specific direction. The light
is focused in a particular area, making it ideal for highlighting specific parts of a scene.
Falloff (Attenuation):
The intensity of the spotlight decreases as you move away from its center (both in terms of
distance from the source and angle within the cone). The light is brightest in the center of the
cone and fades out towards the edges.
Spotlights are commonly used to create dramatic, focused lighting effects. They can be used to
draw attention to specific areas or objects in a scene, such as a character on stage, a piece of
art in a gallery, or an object in a product visualization.
Theatrical Effects:
In scenes that require a sense of drama or focus, such as in theaters or concert stages,
spotlights are essential. They help direct the audience's attention to the most important parts of
the scene.
6.Point light
Point light in 3D graphics is a type of light source that emits light equally in all directions from a
single point, much like a bare light bulb or a candle in the real world. It radiates light spherically,
affecting objects around it based on their distance from the light source.
Unlike directional or spotlights, point lights have no inherent direction. The light radiates equally
in all directions, meaning every object around the light source receives illumination based on its
proximity to the light.
Attenuation (Falloff):
The intensity of the light diminishes with distance from the source. This falloff is typically
modeled using one of several attenuation equations, which simulate how light intensity
decreases as it spreads out from the source.
Localized Illumination:
Point lights are ideal for simulating localized light sources, such as lamps, candles, or small light
bulbs. They can be placed anywhere in a scene to provide illumination to nearby objects.
Realistic Lighting:
By using attenuation, point lights can simulate realistic light falloff, making scenes appear more
natural and dynamic. Objects close to the light source appear brighter, while those further away
gradually fade into shadow.