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Principles of Modelling and Rendering with 3D Studio

Principles of Modelling and Rendering with 3D Studio

          
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About the Book

The use of three-dimensional modelling is developing rapidly in a number of important areas - product design, visualization and architecture for example. Designed to complement the existing reference books on Autodesk 3D Studio, this book primes the reader with an understanding of the fundamentals of 3D computer modelling, rendering and animation. As well as explaining the theory and practice of the medium, the authors first offer an overview of the 3D studio application and then work through a number of case studies illustrating its use. The future of the discipline is considered and a comprehensive glossary of the area is included. Heavily illustrated throughout, the book will prove equally useful to the novice and the established user.   Topics dealt with include: The role of the designer and design methodology Different versions of 3D Studio and different user techniques The fundamentals, from display to deformation, from raytracing to bump mapping and from keyframing to kinematics.

Table of Contents:
1       INTRODUCTION   PART ONE: THEORY 2       THE WORLD OF 3D     3          2.1       What is modelling?     3          2.2       Navigating a 3-D computer world     4          2.3       What is rendering?     6          2.4       The role of the designer     8   3       APPLICATIONS     9          3.1       Architecture     10          3.2       3-D Design     11          3.3       Engineering     12          3.4       Simulation     13          3.5       Medical     17          3.6       TV graphics     18          3.7       Special effects     20          3.8       Art     22          3.9       Film animation     22          3.10     Archaeology     23          3.11     Education     24          3.12     Games     26          3.13     Virtual reality     27   4       FUNDAMENTALS: MODELLING     29          4.1       Display     30          4.2       Coordinates     30          4.2.1       Relative and absolute     32          4.2.2       Cartesian coordinates     33          4.2.3       Polar and spherical coordinates     33          4.2.4       Homogenous coordinates     34          4.3       Raster     34          4.4       Vector     35          4.5       Splines     35          4.6       Modelling     36          4.6.1       Methods     37          4.6.1.1       B-rep     37          4.6.1.2       Primitives     38          4.6.1.3       Swept forms     38          4.6.1.3.1       Spun     38          4.6.1.3.2       Extruded     39          4.6.1.3.3       Freeform     41          4.6.1.4       Lofted     41          4.6.1.5       Skin     41          4.6.1.6       CSG     42          4.6.1.7       Voxels     44          4.6.1.8       Fractals     45          4.6.1.9       Particles     45          4.6.1.10     Grammar-based     46          4.6.2       Joints     47          4.6.3       Flexibility     47          4.6.4       Deformation     48          4.6.5       Editing forms     48          4.7       Viewing models     49          4.7.1       Legibility     49          4.7.2       Wireframe     50          4.7.3       Hidden line     50          4.7.4       Depth cuing     52          4.7.5       Solid     52          4.7.5.1       Coded and lighted     53          4.7.6       Perspective     53   5       FUNDAMENTALS: RENDERING     57          5.1       Light sources     57          5.2       Lighting models     58          5.2.1       Lambert     58          5.2.2       Gouraud     59          5.2.3       Phong     59          5.2.4       Blinn     60          5.2.5       Ray tracing     60          5.2.6       Radiosity     60          5.2.7       Photo-realistic     61          5.2.8       Specialized     61          5.3       Shadows     62          5.4       Surface characteristics     63          5.4.1       Procedural and non-procedural     63          5.4.2       Texture mapping     63          5.4.2.1       Dirt     64          5.4.3       Solid texture     64          5.4.4       Bump mapping     64          5.4.5       Image mapping     66          5.4.6       Reflection mapping     66          5.5       Artefacts     66          5.6       Current research     68   6       FUNDAMENTALS: ANIMATION     69          6.1       Frame rate     70          6.2       Keyframe     70          6.3       Timeline     71          6.4       Scripted     71          6.5       Kinematic     72          6.5.1     Inverse kinematics     72          6.6       Dynamic     72          6.6.1       Inverse dynamics     73          6.7       Rule based     73          6.8       Assistance     74          6.9       Hierarchies     74          6.10     Metamorphosis     74          6.11     Organisation     75    7       PRACTICAL ISSUES FOR 3-D WORK     77          7.1       The operating system     77          7.2       Hardware elements     78          7.2.1       CPU     78          7.2.2       Memory     80          7.2.3       Storage     81          7.2.4       I/O     83          7.2.5       Networking     84          7.3       Expansion     85          7.3.1       Accelerators     85          7.4       Control hardware     86          7.5       Files     87          7.6       Compression     87          7.6.1       JPEG     89          7.6.2       MPEG     89          7.6.3       H.261     90          7.6.4       IFS     90          7.7       Customization     90          7.8       Expense     92          7.8.1       Time     93          7.8.2       Money     93          7.9       Ergonomics     95        8       COMMUNICATING WITH THE COMPUTER     97          8.1       Input devices     97          8.1.1       Keyboard     98          8.1.2       Mouse (+ variations)     99          8.1.3       2-D graphic tablet     100          8.1.4       3-D digitiser     101          8.1.5       Touch screen     101          8.1.6       Scanner     102          8.1.7       New input devices     103          8.1.8       Video     103          8.1.8.1       Still camera     104          8.1.8.2       Live camera     104          8.1.8.3       VTR     105          8.2       Output devices     105          8.2.1       VDU     105          8.2.2       Printer     108          8.2.3       Plotter     110          8.2.4       VTR     110          8.2.5       Still camera     111          8.2.6       Film camera     112          8.3        The screen interface     112 9       DESIGN METHODOLOGY     117          9.1       Planning     117          9.1.1       'World' map     118          9.2       Matching methods to tools     119          9.3       The naming of parts     120          9.4       Salvation     121          9.5       Lateral thinking     122          9.6       Cheating     123 10       THE FUTURE     125            10.1       Virtual reality     126            10.2       Shared environments     128            10.3       Dynamics     129            10.4       Intelligent models     130            10.5       Digital dough     132            10.6       Catalogues     133            10.7       And finally     134   PART TWO: 3D STUDIO 11       3D STUDIO FOR DOS     135            11.1       Introduction     135            11.1.1       Hardware requirements     136            11.1.2       An overview and some basic principles     136            11.1.3       Grid and Snap     138            11.1.4       Undos and don'ts     138            11.1.5       The Axis     139            11.1.6       The Geometry     140            11.1.7       Saving Files     141            11.2       The 2D Shaper     142            11.2.1       The interface     142            11.2.2       Polygons     142            11.2.3       Adjusting polygons     144            11.2.4       Splining     145            11.2.5       Flat shapes     145            11.2.6       Preparing a shape for lofting     146            11.3       The 3D Lofting     147            11.3.1       Lofting     147            11.3.2       Lofting different shapes along a path     149            11.3.3       Deformation Tools     150            11.3.4       Previewing and creating     153            11.4       The 3D Editor     154            11.4.1       The interface     154            11.4.2       The graphic components of the 3D Editor     155            11.4.3       Display     155            11.4.4       Object colour     156            11.4.5       Selection Sets    156            11.4.6       3D Editor modelling     157            11.4.7       Combining, composing and altering 3D forms     158            11.4.8       Other models and methods     159            11.4.9       Lights     161            11.4.10     Adding materials in the 3D Editor     163            11.4.11     Applying materials     163            11.4.12     Mapping     164            11.4.13     Mapping coordinates     165            11.4.14     Cameras     166            11.4.15     Previewing the image     168            11.4.16     Rendering the image     169            11.5       The Keyframer     171            11.5.1       Directing the action: animation     171            11.5.2       Keys and keyframes     172            11.5.3       Paths     173            11.5.4       The Key Information dialog box     174            11.5.5       The Track Information dialog box     176            11.5.6       Morphing     177            11.5.7       Hierarchical Linking and Inverse Kinematics     177            11.5.8       Previewing an animation     178            11.5.9       Rendering an animation     179            11.5.10     The Video Post     180            11.6       The Materials Editor     181            11.6.1       How 3D Studio makes a material     181            11.6.2       The Interface     182            11.6.3       Attributes     183            11.6.4       Maps     184            11.6.5       Material Libraries     185   12       3D STUDIO MAX     187            12.1       Hardware requirements     187            12.2       The interface     188            12.3       Accessing commands     189            12.4       Creating objects     190            12.5       Transformations and modifications     192            12.6       The Modifier Stack     193            12.7       Different levels of object modification     193            12.8       Creating scenes, cameras and lights in IMAX     195            12.8.1       Cameras     195            12.8.2       Lights         195            12.9       Materials     196            12.10       Rendering a scene     198            12.11       Environmental effects     199            12.12       Special effects     199            12.13       Particle systems     201            12.14       Animation with MAX     201   13       3D STUDIO VIZ     205            13.1       CAD     205            13.2       Modelling     206            13.3       Backgrounds     206            13.4       Lights     207            13.5       Rendering and animation     207    14       3D STUDIO- CONCLUSIONS     209   15       CASE STUDIES     211            15.1       The Hall Table     211            15.2       The Teapot     216            15.2.1       The Cup and Saucer     220            15.3       The Arctic Cactus     221            15.4       The '3D'     225   APPENDIX 1: GLOSSARY OF TERMS     227 APPENDIX 2: FILE FORMATS     239 BIBLIOGRAPHY     241 INDEX     243


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Product Details
  • ISBN-13: 9781871516708
  • Publisher: Intellect
  • Publisher Imprint: Intellect Books
  • Height: 230 mm
  • No of Pages: 200
  • Spine Width: mm
  • Width: 174 mm
  • ISBN-10: 1871516706
  • Publisher Date: 01 May 1998
  • Binding: Paperback
  • Language: English
  • Returnable: Y
  • Weight: 276 gr


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