Digital Media
3D Graphics
48120 Fall 2016 Analog and Digital Media
Online version:
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