3D Kuliah M #3
Transcript of 3D Kuliah M #3
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RG091593 3D MODELLING
RG091593 3D MODELLINGProgram Studi TeknikGeomatika
FTSP - ITS
Agung B. CahyonoDepartment of Geomatic Engineering
KULIAH M # 3 : Representasi 3D
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MODEL 3D
3D models represent a 3D object using a
collection of points in 3D space,connectedby
various geometric entities such as triangles,
lines,curvedsurfaces,etc.
Being a collection of data (points and otherinformation), 3D models can be created by
hand, algorithmically (procedural modeling),
or scanned.
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PENGERTIAN
Karenapenampilansuatuobjek
tergantungpadaobjekluar, maka
dibuat batasatau yang disebut
REPRESENTASI.Representasiinilah yang umum
ditampilkankomputergrafis.
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Representasi Model 3D
* Solid - Model-model ini menentukanvolume objek yang mereka wakili (sepertibatu).
-Model ini tampak lebih realistis.
-Rumit dan perlu waktu lama.
-Model ini banyak digunakan untuk simulasinonvisual seperti medis dan teknik simulasi,CAD dan khusus untuk aplikasi visual sepertigeometri solid
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* Shell / batas - model ini mewakili
permukaan, misalnya batas dari objek,
bukan volume (seperti kulit telur yang
amat sangat tipis).
- Model ini lebih mudah untuk bekerja
dengan daripada model padat. Hampir
semua model visual digunakan dalam shell
model.
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Representasi Model 3D
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REPRESENTASI
Dua dimensi permukaan merupakan
analogi yang baik untuk objek yang
digunakan dalam grafik.
Karena permukaan tidak terbatas,
sebuah pendekatan digital diskrit
diperlukan: poligonal jala-jala sejauh ini
representasi paling umum.
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Proses transformasi representasi
objek, seperti koordinat titik
tengah sebuah bola dan sebuah
titik pada lingkar menjadi
representasi poligon sebuah bola,
disebuttessellation.
REPRESENTASI
Tessellation adalah proses menciptakanbidang dua dimensi dengan menggunakanpengulangan bentuk geometris tanpatumpang tindih dan tidak ada kesenjangan.
Tessellations ditemukan oleh M. C. Escher,
ketika mempelajari seni Moorish (Granada,Andalusia, Spain) pada tahun 1922.
Tessellations terlihat sepanjang sejarah seni,dari arsitektur kuno untuk seni modern.
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REPRESENTASI
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http://en.wikipedia.org/wiki/Tessellation
Incomputergraphics, tessellation is used
to manage datasets of polygons and
divide them into suitable structures
for rendering. Especially for real-time
rendering, data are tessellated intotriangles, for example in DirectX
11andOpenGL.
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REPRESENTASI
http://en.wikipedia.org/wiki/Computer_graphicshttp://en.wikipedia.org/wiki/Computer_graphicshttp://en.wikipedia.org/wiki/Rendering_(computer_graphics)http://en.wikipedia.org/wiki/Polygon_triangulationhttp://en.wikipedia.org/wiki/Polygon_triangulationhttp://en.wikipedia.org/wiki/DirectX_11http://en.wikipedia.org/wiki/DirectX_11http://en.wikipedia.org/wiki/DirectX_11http://en.wikipedia.org/wiki/DirectX_11http://en.wikipedia.org/wiki/DirectX_11http://en.wikipedia.org/wiki/OpenGLhttp://en.wikipedia.org/wiki/DirectX_11http://en.wikipedia.org/wiki/OpenGLhttp://en.wikipedia.org/wiki/DirectX_11http://en.wikipedia.org/wiki/Polygon_triangulationhttp://en.wikipedia.org/wiki/Rendering_(computer_graphics)http://en.wikipedia.org/wiki/Computer_graphics -
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http://en.wikipedia.org/wiki/Tessellation
Dalam desain dibantu komputer desain dibangundiwakili oleh model representasi batas topologi,di mana permukaan 3D analitis dan kurva,terbatas pada wajah dan tepi merupakan batasterus menerus dari model 3D.
Badan 3D sering terlalu rumit untuk menganalisis
secara langsung. Jadi mereka didekati(tessellated) dengan lubang kecil, agar mudahmenganalisis potongan hexahedra 3D volumebiasanya baik teratur tetrahedral, atau tidakteratur.
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REPRESENTASI
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A polygon mesh is a collection of vertices,
edges and faces that defines the shape of
a polyhedral object in 3D computer
graphicsandsolid modeling. The faces usually
consist of triangles, quadrilaterals or other
simple convex polygons, since this
simplifies rendering, but may also be
composed of more general concave polygons,
or polygons with holes.
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REPRESENTASI
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REPRESENTASI
http://en.wikipedia.org/wiki/3D_computer_graphicshttp://en.wikipedia.org/wiki/3D_computer_graphicshttp://en.wikipedia.org/wiki/3D_computer_graphicshttp://en.wikipedia.org/wiki/3D_computer_graphicshttp://en.wikipedia.org/wiki/3D_computer_graphicshttp://en.wikipedia.org/wiki/3D_computer_graphicshttp://en.wikipedia.org/wiki/3D_computer_graphicshttp://en.wikipedia.org/wiki/Solid_modelinghttp://en.wikipedia.org/wiki/Solid_modelinghttp://en.wikipedia.org/wiki/3D_computer_graphicshttp://en.wikipedia.org/wiki/Trianglehttp://en.wikipedia.org/wiki/Quadrilateralhttp://en.wikipedia.org/wiki/Convex_polygonhttp://en.wikipedia.org/wiki/Convex_polygonhttp://en.wikipedia.org/wiki/Rendering_(computer_graphics)http://en.wikipedia.org/wiki/Rendering_(computer_graphics)http://en.wikipedia.org/wiki/Convex_polygonhttp://en.wikipedia.org/wiki/Quadrilateralhttp://en.wikipedia.org/wiki/Trianglehttp://en.wikipedia.org/wiki/Solid_modelinghttp://en.wikipedia.org/wiki/3D_computer_graphicshttp://en.wikipedia.org/wiki/Polyhedron -
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Jala-jala segitiga (seperti bujur sangkar)
yang populer karena terbukti mudah
untuk membuat menggunakan scanline
render.
Polygon juga merupakan contoh
representasi namun tidak digunakan
dalam semua teknik rendering.
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REPRESENTASI
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ELEMEN MESH
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A vertex is a position along with other information such as
color, normal vector and texture coordinates. An edge is a
connection between two vertices.
A face is a closed set of edges, in which a triangle facehas
three edges, and aquad facehas four edges.
Apolygonis a set of faces. In systems that support multi-sided
faces, polygons and faces are equivalent. However, most
rendering hardware supports only 3- or 4-sided faces, so
polygons are represented as multiple faces.
Mathematically a polygonal mesh may be considered
an unstructured grid, or undirected graph, with additional
properties of geometry, shape and topology.
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ELEMEN MESH
http://en.wikipedia.org/wiki/Unstructured_gridhttp://en.wikipedia.org/wiki/Unstructured_grid