Principles of Modelling and Rendering with 3D Studio
Häftad, Engelska, 1998
379 kr
Produktinformation
- Utgivningsdatum1998-05-01
- FormatHäftad
- SpråkEngelska
- Antal sidor200
- FörlagIntellect
- ISBN9781871516708
Tillhör följande kategorier
Stuart Mealing, Brian Adams & Martin Woolner The authors are colleagues at the University of Plymouth (Exeter) and members of the Centre of Visual Computing. Stuart Mealing has a BA (Hons) in Fine Art and an MA in Computing in Design, Brian Adams has a BA (Hons) and a MDes(RCA) in Ceramics, Martin Woolner has a BA (Hons) in Sculpture and a MDes(RCA) in Furniture Design. Between them, they have a broad ranging knowledge of both the practice and theory of 3D computer modelling and have published and exhibited widely in the UK and abroad. Brian and Martin are particularly involved with designer-maker practice and use 3D Studio on a daily basis. Other books by Stuart are: The Art & Science of Computer Animation, Mac3D and Computers & Art.
- 1 INTRODUCTION PART ONE: THEORY2 THE WORLD OF 3D 32.1 What is modelling? 32.2 Navigating a 3-D computer world 42.3 What is rendering? 62.4 The role of the designer 8 3 APPLICATIONS 93.1 Architecture 103.2 3-D Design 113.3 Engineering 123.4 Simulation 133.5 Medical 173.6 TV graphics 183.7 Special effects 203.8 Art 223.9 Film animation 223.10 Archaeology 233.11 Education 243.12 Games 263.13 Virtual reality 27 4 FUNDAMENTALS: MODELLING 294.1 Display 304.2 Coordinates 304.2.1 Relative and absolute 324.2.2 Cartesian coordinates 334.2.3 Polar and spherical coordinates 334.2.4 Homogenous coordinates 344.3 Raster 344.4 Vector 354.5 Splines 354.6 Modelling 364.6.1 Methods 374.6.1.1 B-rep 374.6.1.2 Primitives 384.6.1.3 Swept forms 384.6.1.3.1 Spun 384.6.1.3.2 Extruded 394.6.1.3.3 Freeform 414.6.1.4 Lofted 414.6.1.5 Skin 414.6.1.6 CSG 424.6.1.7 Voxels 444.6.1.8 Fractals 454.6.1.9 Particles 454.6.1.10 Grammar-based 464.6.2 Joints 474.6.3 Flexibility 474.6.4 Deformation 484.6.5 Editing forms 484.7 Viewing models 494.7.1 Legibility 494.7.2 Wireframe 504.7.3 Hidden line 504.7.4 Depth cuing 524.7.5 Solid 524.7.5.1 Coded and lighted 534.7.6 Perspective 53 5 FUNDAMENTALS: RENDERING 575.1 Light sources 575.2 Lighting models 585.2.1 Lambert 585.2.2 Gouraud 595.2.3 Phong 595.2.4 Blinn 605.2.5 Ray tracing 605.2.6 Radiosity 605.2.7 Photo-realistic 615.2.8 Specialized 615.3 Shadows 625.4 Surface characteristics 635.4.1 Procedural and non-procedural 635.4.2 Texture mapping 635.4.2.1 Dirt 645.4.3 Solid texture 645.4.4 Bump mapping 645.4.5 Image mapping 665.4.6 Reflection mapping 665.5 Artefacts 665.6 Current research 68 6 FUNDAMENTALS: ANIMATION 696.1 Frame rate 706.2 Keyframe 706.3 Timeline 716.4 Scripted 716.5 Kinematic 726.5.1 Inverse kinematics 726.6 Dynamic 726.6.1 Inverse dynamics 736.7 Rule based 736.8 Assistance 746.9 Hierarchies 746.10 Metamorphosis 746.11 Organisation 75 7 PRACTICAL ISSUES FOR 3-D WORK 777.1 The operating system 777.2 Hardware elements 787.2.1 CPU 787.2.2 Memory 807.2.3 Storage 817.2.4 I/O 837.2.5 Networking 847.3 Expansion 857.3.1 Accelerators 857.4 Control hardware 867.5 Files 877.6 Compression 877.6.1 JPEG 897.6.2 MPEG 897.6.3 H.261 907.6.4 IFS 907.7 Customization 907.8 Expense 927.8.1 Time 937.8.2 Money 937.9 Ergonomics 95 8 COMMUNICATING WITH THE COMPUTER 978.1 Input devices 978.1.1 Keyboard 988.1.2 Mouse (+ variations) 998.1.3 2-D graphic tablet 1008.1.4 3-D digitiser 1018.1.5 Touch screen 1018.1.6 Scanner 1028.1.7 New input devices 1038.1.8 Video 1038.1.8.1 Still camera 1048.1.8.2 Live camera 1048.1.8.3 VTR 1058.2 Output devices 1058.2.1 VDU 1058.2.2 Printer 1088.2.3 Plotter 1108.2.4 VTR 1108.2.5 Still camera 1118.2.6 Film camera 1128.3 The screen interface 1129 DESIGN METHODOLOGY 1179.1 Planning 1179.1.1 'World' map 1189.2 Matching methods to tools 1199.3 The naming of parts 1209.4 Salvation 1219.5 Lateral thinking 1229.6 Cheating 12310 THE FUTURE 12510.1 Virtual reality 12610.2 Shared environments 12810.3 Dynamics 12910.4 Intelligent models 13010.5 Digital dough 13210.6 Catalogues 13310.7 And finally 134 PART TWO: 3D STUDIO11 3D STUDIO FOR DOS 13511.1 Introduction 13511.1.1 Hardware requirements 13611.1.2 An overview and some basic principles 13611.1.3 Grid and Snap 13811.1.4 Undos and don'ts 13811.1.5 The Axis 13911.1.6 The Geometry 14011.1.7 Saving Files 14111.2 The 2D Shaper 14211.2.1 The interface 14211.2.2 Polygons 14211.2.3 Adjusting polygons 14411.2.4 Splining 14511.2.5 Flat shapes 14511.2.6 Preparing a shape for lofting 14611.3 The 3D Lofting 14711.3.1 Lofting 14711.3.2 Lofting different shapes along a path 14911.3.3 Deformation Tools 15011.3.4 Previewing and creating 15311.4 The 3D Editor 15411.4.1 The interface 15411.4.2 The graphic components of the 3D Editor 15511.4.3 Display 15511.4.4 Object colour 15611.4.5 Selection Sets 15611.4.6 3D Editor modelling 15711.4.7 Combining, composing and altering 3D forms 15811.4.8 Other models and methods 15911.4.9 Lights 16111.4.10 Adding materials in the 3D Editor 16311.4.11 Applying materials 16311.4.12 Mapping 16411.4.13 Mapping coordinates 16511.4.14 Cameras 16611.4.15 Previewing the image 16811.4.16 Rendering the image 16911.5 The Keyframer 17111.5.1 Directing the action: animation 17111.5.2 Keys and keyframes 17211.5.3 Paths 17311.5.4 The Key Information dialog box 17411.5.5 The Track Information dialog box 17611.5.6 Morphing 17711.5.7 Hierarchical Linking and Inverse Kinematics 17711.5.8 Previewing an animation 17811.5.9 Rendering an animation 17911.5.10 The Video Post 18011.6 The Materials Editor 18111.6.1 How 3D Studio makes a material 18111.6.2 The Interface 18211.6.3 Attributes 18311.6.4 Maps 18411.6.5 Material Libraries 185 12 3D STUDIO MAX 18712.1 Hardware requirements 18712.2 The interface 18812.3 Accessing commands 18912.4 Creating objects 19012.5 Transformations and modifications 19212.6 The Modifier Stack 19312.7 Different levels of object modification 19312.8 Creating scenes, cameras and lights in IMAX 19512.8.1 Cameras 19512.8.2 Lights 19512.9 Materials 19612.10 Rendering a scene 19812.11 Environmental effects 19912.12 Special effects 19912.13 Particle systems 20112.14 Animation with MAX 201 13 3D STUDIO VIZ 20513.1 CAD 20513.2 Modelling 20613.3 Backgrounds 20613.4 Lights 20713.5 Rendering and animation 207 14 3D STUDIO- CONCLUSIONS 209 15 CASE STUDIES 21115.1 The Hall Table 21115.2 The Teapot 21615.2.1 The Cup and Saucer 22015.3 The Arctic Cactus 22115.4 The '3D' 225 APPENDIX 1: GLOSSARY OF TERMS 227APPENDIX 2: FILE FORMATS 239BIBLIOGRAPHY 241INDEX 243