spacer

Webref WebRef   Sitemap · Experts · Tools · Services · Newsletters · About i.com

home / experts / 3d / lesson110

Lesson 110 - Getting Under the Hood - Part 1

Developer News
Get Ready for Microsoft's 'Oslo' Modeling Tool
Latest Linux Hits Networking Flaws
Metasploit 3.2 Offers More 'Evil Deeds'

First, a couple of quick announcements:

Those of you who have purchased my new book on Shout3D should be aware that a number of important files were, unfortunately, omitted from the CD-ROM that accompanies the text. You can download these files from a link on the left side of the 3D Animation Workshop home page.

Also, the final version of Shout3D 2.0 has been released and is available for free download from www.shout3d.com. Make sure you use this final version, rather than the early release version on the CD that accompanies the book.

Back to business. In the last lesson, I stressed the importance of developing an "under the hood" understanding of 3D computer graphics in today's competitive climate. We began an introduction of some fundamental concepts, to be developed further in this and the following column.

The rendering process uses information about a 3D scene to create a 2D image consisting of an array of colored pixels. The renderer (as we may call program that performs the rendering process) works from a body data that completely describes the scene.

The scene description must specify the shapes of all geometric objects in the scene. It must specify the nature of all light sources that illuminate these objects. It must specify the location of all geometry and lights in the scene, as well as the location and orientation of the camera that the scene is viewed through for rendering purposes. Don't let your mind gloss over these words. Take a moment to absorb this big picture. I'm always amazed at how few 3D artists seem to grasp these basic principles.

Let's consider geometry first. We'll ignore the complexities of NURBS and other spline surfaces (which must be tessellated into polygons for rendering in any case), and consider pure polygonal mesh geometry. The shape of a model's geometry is defined by a mesh (or network) of connected polygons. Take the simplest possible example – a cube-shaped mesh

How many vertices is this mesh composed of? How many polygons are here? What kinds of polygons are they?

To Continue to Parts 2 and 3, Use Arrow Buttons




JupiterOnlineMedia

internet.comearthweb.comDevx.commediabistro.comGraphics.com

Search:

Jupitermedia Corporation has two divisions: Jupiterimages and JupiterOnlineMedia

Jupitermedia Corporate Info


Legal Notices, Licensing, Reprints, & Permissions, Privacy Policy.

Advertise | Newsletters | Tech Jobs | Shopping | E-mail Offers

Solutions
Whitepapers and eBooks
Intel Article: Using Power & Display Context in the Intel Mobile Platform SDK
Internet.com eBook: Real Life Rails
IBM SCA Center Article: Simplifying Composite Applications with Service Component Architecture
Intel PDF: Quad-Core Impacts More Than the Data Center
Internet.com eBook: The Pros and Cons of Outsourcing
Go Parallel Article: Scalable Parallelism with Intel(R) Threading Building Blocks
Intel PDF: Analysis of Early Testing of Intel vPro in Large IT Departments
Internet.com eBook: Best Practices for Developing a Web Site
Intel PDF: IT Agility through Automated, Policy-based Virtual Infrastructure
IBM CIO Whitepaper: The New Information Agenda. Do You Have One?
Microsoft Article: BitLocker Brings Encryption to Windows Server 2008
Microsoft Article: RODCs Transform Branch Office Security
Go Parallel Article: James Reinders on the Intel Parallel Studio Beta Program
Avaya Article: Advancing the State of the Art in Customer Service
IBM Whitepaper: How are other CIOs driving growth?
Adobe Acrobat Connect Pro: Web Conferencing and eLearning Whitepapers
Avaya Article: Avaya AE Services Provide Rapid Telephony Integration with Facebook
Go Parallel Article: Getting Started with TBB on Windows
HP eBook: Storage Networking , Part 1
MORE WHITEPAPERS, EBOOKS, AND ARTICLES
Webcasts
Go Parallel Video: Intel(R) Threading Building Blocks: A New Method for Threading in C++
HP Video: Is Your Data Center Ready for a Real World Disaster?
HP On Demand Webcast: Virtualization in Action
Go Parallel Video: Performance and Threading Tools for Game Developers
Rackspace Hosting Center: Customer Videos
Intel vPro Developer Virtual Bootcamp
HP Disaster-Proof Solutions eSeminar
HP On Demand Webcast: Discover the Benefits of Virtualization
MORE WEBCASTS, PODCASTS, AND VIDEOS
Downloads and eKits
Actuate Download: Free Visual Report Development Tool
Red Gate Download: SQL Backup Pro
Microsoft Download: Silverlight 2 Software Development Kit Beta 2
30-Day Trial: SPAMfighter Exchange Module
Red Gate Download: SQL Toolbelt
IBM SCA Download: Start Building SCA Applications Today
Iron Speed Designer Application Generator
Microsoft Download: Silverlight 2 Beta 2 Runtime
MORE DOWNLOADS, EKITS, AND FREE TRIALS
Tutorials and Demos
IBM IT Innovation Article: Green Servers Provide a Competitive Advantage
Microsoft Article: Expression Web 2 for PHP Developers--Simplify Your PHP Applications
Featured Algorithm: Intel Threading Building Blocks - parallel_reduce
MORE TUTORIALS, DEMOS AND STEP-BY-STEP GUIDES
webref The latest from WebReference.com Browse >
Anatomy of an Ajax Application · Popular JavaScript Framework Libraries: An Overview · Controllers: Programming Application Logic - Part 2
Sitemap · Experts · Tools · Services · Email a Colleague · Contact FREE Newsletters 
 The latest from internet.com
MS Access and MySQL · Cisco AutoQoS: VoIP QoS for Mere Mortals · While VoIP Adoption Explodes in Enterprise, Carrier Spending Lags

Created: January 16, 2001
Revised: January 16, 2001

URL: http://webreference.com/3d/lesson110/