SE 313 Computer Graphics Lecture 4 Represeting 3

  • Slides: 14
Download presentation
SE 313 – Computer Graphics Lecture 4: Represeting 3 D Models Lecturer: Gazihan Alankuş

SE 313 – Computer Graphics Lecture 4: Represeting 3 D Models Lecturer: Gazihan Alankuş Please look at the last three slides for assignments (marked with TODO) 16. 02. 2012 1

Quiz • Turn off monitors • Take out a piece of paper and a

Quiz • Turn off monitors • Take out a piece of paper and a pen/pencil • 5 minutes 16. 02. 2012 2

Our Goal • Understand how 3 D models are represented in computers. Supplement this

Our Goal • Understand how 3 D models are represented in computers. Supplement this knowledge with practice in Blender. 16. 02. 2012 3

3 D Models • A 3 D model encapsulates the geometrical and visual properties

3 D Models • A 3 D 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. ) 16. 02. 2012 4

How are 3 D Models Represented? • Geometry • Visuals 16. 02. 2012 5

How are 3 D Models Represented? • Geometry • Visuals 16. 02. 2012 5

Elements of a 3 D Model • Geometrical elements – – 16. 02. 2012

Elements of a 3 D Model • Geometrical elements – – 16. 02. 2012 Vertices Edges Faces Normals • Visual elements – Materials – Textures – UV maps 6

Geometrical Elements • • Vertices Edges Faces Normals • Demonstrations in Blender 16. 02.

Geometrical Elements • • Vertices Edges Faces Normals • Demonstrations in Blender 16. 02. 2012 7

Geometrical Elements • • Vertices Edges Faces Normals • How they are represented in

Geometrical Elements • • Vertices Edges Faces Normals • How they are represented in Blender: http: //blenderscripting. blogspot. com/2011/0 5/blender-25 -python-printing-vertex. html 16. 02. 2012 8

Visual Elements • Materials • Textures • UV maps • Demonstrations in Blender 16.

Visual Elements • Materials • Textures • UV maps • Demonstrations in Blender 16. 02. 2012 9

Visual Elements • Materials • Textures • UV maps • How to texture with

Visual Elements • Materials • Textures • UV maps • How to texture with UV maps in Blender – http: //www. geeks 3 d. com/20090925/tutorialdiscovering-blender-part-3 -applying-uv-mapping/ – https: //www. youtube. com/watch? v=ob. B 9 T 3 j. Xlak 16. 02. 2012 10

Basic Illumination • Materials • Lights • Normals – Regular normals • Using edges

Basic Illumination • Materials • Lights • Normals – Regular normals • Using edges and the right hand rule – “Fake” normals • Smooth shading 16. 02. 2012 11

Project Ideas • Creating 3 D models of a game • An interesting 3

Project Ideas • Creating 3 D models of a game • An interesting 3 D problem that a game has and a solution to it • A short movie • An interactive 3 D experience in Unity requiring interesting calculations 16. 02. 2012 12

TODO: Projects • Form project groups of 2 -3 people. • Come up with

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 2 nd (as next week is holiday) 16. 02. 2012 13

TODO: Homework 4 (deliverable) • Start with the first letter of your name that

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 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 3 D 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 2 nd (as next week is holiday) 16. 02. 2012 14