Digital Media

3D Graphics

48120 Fall 2016 Analog and Digital Media

In Review

  • Assignment 6: Rhino I
  • Assignment 7: Rhino II & InDesign

In Review

  • Assignment 6: Rhino I
  • Assignment 7: Rhino II & InDesign

Assignment 10: Rhino III

Assignment 11: Vray

Coming up..

You can download Vray and installation instructions from the ArchPC server:

 

V-ray Install Instructions:
\\archpcserver\First Year Laptop Software\Documentation

 

V-ray Installer File Location:
\\archpcserver\First Year Laptop Software\V-Ray for Rhino

You must be on campus to use the university's license server (VPN possible). 

 

Limited licenses are available university-wide. So do not get caught up with night-before-deadline-frenzy.

Technical Tips

  • You can disable notifications in both Modelo and RealtimeBoard
  • Indesign - Display Performance setting

Housekeeping

  • Any more invitation issues?
  • Troubleshooting

Assignments 3 & 4

RT Board Open Critique

A Practical Consideration

  • Handrail post spacing...

3D Graphics

(Architecture)

preview..more on this next time

Diagram

Render

Reality

Amager Resource Center by Bjarke Ingels Group

Section

Amager Resource Center by Bjarke Ingels Group

Architectural Rendering

Architectural Rendering / Diagram

3D Graphics

(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

Polygons vs. NURBS

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

See you Wednesday October 5th @ CFA 214

48120_F16_2

By Eddy Man Kim

48120_F16_2

9/26/2016 Lecture on 3D Graphics

  • 1,700