Displaying polygon animations
Transcript of Displaying polygon animations
DISPLAYING POLYGON ANIMATIONS
MODELLING LIGHTING
• This is the first stage where the ‘object’ is started off and made
by using vertices edges and faces and this is the base of anything and acts as the wire mesh and
structure of the creation.
This is where all surfaces of the object are lit up according to the
position of the lights and how many and what type of light is being emitted and this creates
shadows and displays the creation
Viewing• Here is where the virtual camera is placed and
based on the position of the camera the 3D environment is then converted so that it has a
3D co-ordinates.
Projection• It is here that the illusion of the 3D is created on
a 2D screen using perspective projection in which in 3D the closer things appear bigger than
the more distant objects which are made smaller to create depth.
Clipping• It is here that the extra un-needed material that
is out of bounds is cut away to same space and to make it a smaller file as possible as if they are outside of the player view there is no need for
them to be generated. This is not a necessity but it helps with the overall performance of
rendering.
Viewport Transformation• In this stage the co-ordinates are given to the
post-clip vertices, these co-ordinates will relate to the next stage.
Scan conversion• In this stage, rasterization is used to determine
the end pixel values. This is where the model can be transferred to other programmes.
Texturing• Is where each particles are given colours depending on their values given from the prior
step or by the designers choice.
Viewing• This is where the final image is displayed with
the finishing coloured pixles and shown on a 2D screen but appears 3D
RENDERING
• “Rendering is the name given to the process in there dimensional graphics whereby a geometric description of an object is converted into a two dimensional image-plane representation that looks
real.”
^Tucker 2005^
Rendering is the process in which a wire framed model is given a clay like cover which color, shading and lamination is added and in turn gives the object/ creation a life like feel and image. It can be done
in many different but in order to get that shiny, realistic look it takes a very long time and so render farms are there to distribute the amount needed to render and it acts like sharing out a problem and
when they have finished it is pieced back together.
Examples of the 3 different rendering types can be seen on the next slide
Rasterization is possibly and debatably the easiest mode of rendering but still has a very good effect of making virtual reality more realistic by lighting having an effect of them real time. it is made up of lots of small triangles that depending on the camera angle will be visible or not and then it takes in factors to do with lighting and this shows by the triangles appearing different colours in comparison to their location.
• Ray Tracing is like the step up from Rasterization as it has more accurate reflections of light and shine, however for modern technology it is still very hard to process and is often the only major set back. When a light source is added, every single ray of light is followed until it reaches the perspective of the camera and so it can give accurate reflections. this means that things can be seen in objects but in a realistic way and when you change perspective you will see a different reflection
Finally, Radiosity is to me personally one of the most effective, and again it focuses on light but this time how it spreads and creates faded shadows and how light can slightly bend so to speak to create a smoother feel to the 3D world. Usually, a light map is used so that that the lights path on to a texture is illuminated and around the edges of some it will for soft shadows.