Introduction to 3D Graphics
48-120 F'17
Online version:
Assignment 1: 2D Drafting & Rendering
Assignment 1: 2D Drafting & Rendering
Refer more closely to the Assignment Example!
Section A – Sorrels Library, Wean Hall
TA: Elizabeth Levy
Section A – Sorrels Library, Wean Hall
TA: Elizabeth Levy
Section B – Perlis Atrium, Newell Simon Hall
TA: Kelly Li
Section B – Perlis Atrium, Newell Simon Hall
TA: Kelly Li
Section B – Perlis Atrium, Newell Simon Hall
TA: Kelly Li
Section C – Cyert Hall Lobby
TA: Jihoon Park
Section C – Cyert Hall Lobby
TA: Jihoon Park
Section C – Cyert Hall Lobby
TA: Jihoon Park
Section D – Gates Hillman Center 4300, 4400
TA: Shan Wang
Section D – Gates Hillman Center 4300, 4400
TA: Shan Wang
Assignment 2: 3D Modeling & Rendering
Using the drawings you have created in the previous assignment, you will create a detailed 3D model and renderings of your assigned space. You will first create a 3D model using Rhino with layers organized by materials. You will also choose two photographs of the space and attempt to replicate the photographs by creating photorealistically rendered images of the space using the Vray rendering plugin for Rhino.
Assignment Description
Classes 7 ~ 9 – 3D Modeling – Rhino
Classes 10 ~ 11 – 3D Rendering – Vray for Rhino
Assignment Example coming soon...
Detail-oriented 3D modeling and representational rigor
Effective communication of atmospheric qualities of the space
Imaginative renderings of users activating the space
Insightful inclusion of contextual information
Tidiness of work (e.g. layer management, accurately scaled textures)
Depth of research insight and inspiration, particularly in the employment of compositional techniques
Include as comment on Canvas
Grading Criteria
Digital Submission – submit the following files via the course Canvas site:
2 renderings and their corresponding photographs of the space, each as 1920×1080 px (W×H) PNG image files
Research images, citations, and descriptions of how they have served as your source of conceptual and graphical inspiration, in a single 1920×1080 px (W×H) PNG image file
1 Rhino and texture files, all packaged into a single ZIP file
Final Deliverables Due Oct 23 at 10:30am
PNG files must not have transparent background.
One of the renderings must be in grayscale with no textures (clay render).
The 3D model shall have optimal geometric, material, and layer organization.
Deliverables Requirements
Suggested Research Channels
Steps
Rhino 5 Essential Training by Dave Schultze
Rhino: Architectural Interior & Detail by Dave Schultze
Rhino and V-Ray: Rendering by Dave Schultze
Rhino and V-Ray: Architectural Rendering by Dave Schultze
Supplemental Software Training ( Lynda )
3D Modeling
3D Rendering
Critiques – To upload on Assignment RealtimeBoard
Tips
Model towards the views you have chosen—do not attempt to model the entire building. Model just what you need for your views. Be smart (not lazy) about what you model.
Focus on natural lighting qualities—the priority should be on representing the lighting quality of the space. Be careful not to waste too much time on textures and artificial lighting.
Create accurate representations—if you are using textures, make sure they are properly scaled and accurately represents reality.
Technology
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)
For this assignment, you will work mainly with NURBS
Except when you use 3D models from the web (e.g. 3D Warehouse), which will be in mesh (polygons)
2 photographs of your space
One of these must be rendered in greyscale with no textures (Clay Render)
Basic Tutorial
Download and follow along!