Digital Media
3D Graphics
3D Modeling
3D Rendering
(This distinction seems to be slowly collapsing)
Non Real-time
Real-time
CPU
(e.g. Vray)
GPU
(e.g. Rhino Interface)
Know the difference!
Memory
HDD
GPU
Memory
CPU
Polygons vs. NURBS
Polygonal Modeling
NURBS (Non-Uniform Rational Basis Spline)
Based on Mathematical Model, Higher Level, More Intuitive
Points (Vertices) > Curves > Surfaces (Abstraction that's ultimately rendered as polygons)
Points (Vertices) > Triangles (Mesh)
Lower Level, Less Intuitive, More Efficient for 3D Rendering
Know the difference!
NURBS vs. Polygons
NURBS vs. Polygons
NURBS vs. Polygons
A
B
NURBS vs. Polygons
B
A
NURBS vs. Polygons
B
A
NURBS vs. Polygons
Polygons
NURBS
NURBS
Polygons
Polygons vs. NURBS
NURBS
Behavior
Polygon
Behavior
Solid Modeling
Emphasis on Physical Fidelity
Can Be Based on
Mathematical Functions
Solid Modeling
Boolean Geometric Operations
Solid Modeling
Boolean Geometric Operations
All 3D computer graphics abstractions are fundamentally comprised of small triangles (facets, faces, etc.)
Through the process of Tesellation
Graphic Tessellation
Architectural Tessellation
Number of vertices needed grows with the amount of curvature in the geometry.
Try to imagine how many vertices/faces would be needed to model thin "piped" geometries.
e.g. Modeling hair is a difficult computational problem.
NURBS
Mesh (Polygons)
3D Graphics
By Eddy Man Kim
3D Graphics
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