1 / 15

SE 313 – Computer Graphics

SE 313 – Computer Graphics. Lecture 4: Represeting 3D Models Lecturer: Gazihan Alankuş. Please look at the last three slides for assignments (marked with TODO ). Quiz. Turn off monitors Take out a piece of paper and a pen/pencil 5 minutes. Our Goal.

trygg
Download Presentation

SE 313 – Computer Graphics

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. SE 313 – Computer Graphics Lecture 4: Represeting 3D Models Lecturer: GazihanAlankuş Please look at the last three slides for assignments (marked with TODO)

  2. Quiz • Turn off monitors • Take out a piece of paper and a pen/pencil • 5 minutes

  3. Our Goal • Understand how 3D models are represented in computers. Supplement this knowledge with practice in Blender.

  4. 3D Models • A 3D model encapsulates the geometrical and visual properties of an object in a virtual world. • Can be used for rendering (taking a virtual photograph) • Can be used for other purposes as well (collision detection, physics calculations, etc.)

  5. How are 3D Models Represented? • Geometry • Visuals

  6. Elements of a 3D Model • Geometrical elements • Vertices • Edges • Faces • Normals • Visual elements • Materials • Textures • UV maps

  7. Geometrical Elements • Vertices • Edges • Faces • Normals • Demonstrations in Blender

  8. Geometrical Elements • Vertices • Edges • Faces • Normals • How they are represented in Blender: http://blenderscripting.blogspot.com/2011/05/blender-25-python-printing-vertex.html

  9. Visual Elements • Materials • Textures • UV maps • Demonstrations in Blender

  10. Visual Elements • Materials • Textures • UV maps • How to texture with UV maps in Blender • http://www.geeks3d.com/20090925/tutorial-discovering-blender-part-3-applying-uv-mapping/ • https://www.youtube.com/watch?v=obB9T3jXlak

  11. Basic Illumination • Materials • Lights • Normals • Regular normals • Using edges and the right hand rule • “Fake” normals • Smooth shading

  12. Lab assignment • Part 1 • Start with a cube. Create a tower with three segments, like in the picture to the right. • Part 2 • Mark its seams appropriately and unwrap it so that it unwraps like the image to the right. (You can mark seam around the top square, and vertically on each side. Then clear seam on one of the edges on the top) • Part 3 • Draw a texture for it in a creative way. Random scribbles will not be accepted. Show the texture in the 3D view as well as render the object with the texture on.

  13. Project Ideas • Creating 3D models of a game • An interesting 3D problem that a game has and a solution to it • A short movie • An interactive 3D experience in Unity requiring interesting calculations

  14. TODO: Projects • Form project groups of 2-3 people. • Come up with a project idea • One person in your group should send the list of students and a one-page project idea proposal • Send it to erdemokur@hotmail.com and cc it to gazihan.ieu@gmail.com • Use the subject “SE 313 Project Group” • Due November 2nd (as next week is holiday)

  15. TODO:Homework 4 (deliverable) • Start with the first letter of your name that you created last week. (Ask for a letter model from the assistant if you did not submit last week’s homework) • Unwrap it (re-watch the video on slide #10 if you get lost). The creases should be hidden as much as possible. • Choose one of these themes: fire, sea, grass, soil • Texture it with the theme you chose. The model should give us the feeling of the chosen theme when we look at it. The texture should look continuous no matter how we turn the object. Majority of your grade will be on the quality of your texturing. • The texture should be visible in the 3D view as well as when the object is rendered. • Submit the rendered image and the .blend file, just like you did last week. • Due November 2nd (as next week is holiday)

More Related