Mac 3D - Stuart Mealing

Mac 3D

Principles of Modelling and Rendering

(Autor)

Buch | Softcover
200 Seiten
1994
Intellect Books (Verlag)
978-1-871516-46-3 (ISBN)
36,10 inkl. MwSt
This text explores Macintosh 3D computer modelling in product design, visualization and architecture, and introduces the basic theory and practice of the medium. The work covers the principles of different model-building methods, surface treatments, lighting methods and the available software.
This text looks at the uses of 3D computer modelling in product design, visualization and architecture, and introduces the basic theory and practice of the medium. Subjects range from co-ordinates to radiosity, from bump mapping to splines and from data compression to teleology. The work covers the underlying principles of different model-building methods, surface treatments and lighting methods, as well as material specific to the Macintosh: relevant hardware, file types, data compression, networking and expense. A large section considers in detail the software available, assessing the strengths, weaknesses and applications. Case studies test out different products on real projects and further chapters cover design methodology, principles and the future of modelling.

1 INTRODUCTION 1



2 MODELLING & RENDERING 5

2.1 What is modelling? 5

2.2 Navigating a 3-D Computer world 6 2.3 What is rendering? 8

2.4 The role of the designer 9



3 APPLICATIONS 11 3.1 Architecture 11 3.2 3-D design 13 3.3 Engineering 14 3.4 Simulation 15 3.5 Medical 17 3.6 TV graphics 18 3.7 Special effects 19 3.8 Art 20 3.9 Animation 21 3.10 Virtual reality 22



4 FUNDAMENTALS 25

4.1 Display 26

4.2 Coordinates 27

4.2.1 Relative and absolute 28

4.2.2 Cartesian coordinates 29

4.2.3 Polar and spherical coordinates 29

4.2.4 Homogeneous coordinates 30

4.3 Raster 30

4.4 Vector 31

4.5 Spllnes 31

4.6 Modelling 33

4.6.1 Methods 33

4.6.1.1 B-Rep 33 

4.6.1.2 Primitives 34

4.6.1.3 Swept forms 34

4.6.1.3.1 Spun 35

4.6.1.3.2 Extruded 36 

4.6.1.3.3 Freeform 37 

4.6.1.4 Lofted 37

4.6.1.5 Skinned 38 

4.6.1.6 CSG 38 

4.6.1.7 Voxels 40 

4.6.1.8 Fractals 41 

4.6.1.9 Particles 41

4.6.1.10 Grammar-based 42 

4.6.2 Joints 43

4.6.3 Flexibility 43

4.6.4 Deformation 44

4.6.5 Editing forms 44

4.7 Viewing models 45

4.7.1 Legibility 45

4.7.2 Wireframe 46

4.7.3 Hidden line 46 

4.7.4 Depth cueing 48 

4.7.5 Solid 48 

4.7.5.1 Coded and lighted 49

4.7.6 Perspective 49 

4.8 Rendering 51

4.8.1 Light Sources 51 

4.8.2 Lighting models 52 

4.8.2.1 Lambert 52

4.8.2.2 Gouraud 53 

4.8.2.3 Phong 53

4.8.2.4 Blinn 54 

4.8.2.5 Ray tracing 54 

4.8.2.6 Radiosity 

4.8.2.7 Photo-realistic 55 

4.8.2.8 Specialised 55

4.8.3 Shadows 

4.8.4 Surface characteristics 57 

4.8.4.1 Procedural and non-procedural 57

4.8.4.2 Texture mapping 57

4.8.4.2.1 Dirt 58

4.8.4.3 Solid texture 58

4.8.4.4 Bump mapping 58

4.8.4.5 Image mapping 60

4.8.4.6 Reflection mapping 60

4.9 Current research 60

4.10 Artefacts 61

4.11 Animation 62

4.11.1 Key frame 63

4.11.2 Timeline 64

4.11.3 Scripted 64

4.11.4 Kinematic 65

4.11.5 Dynamic 65

4.11.6 Metamorphosis 66



5 THE MAC FOR MODELLING & RENDERING 67

5.1 The operating system 67

5.2 Mac hardware 68

5.2.1 CPU 68

5.2.2 Memory 70

5,2.3 Storage 72

5.2.4 I/O 74

5.2.5 Networking 75

5.3 Expansion 76

5.3.1 Accelerators 76

5.3.2 Emulators 77

5.4 Control hardware 78

5.5 Files 78

5.6 Compression 80

5.6.1 JPEG 82

5.6.2 MPEG 82

5.6.3 H.261 83

5.6.4 IFS 83

5.7 Customisation 83

5.8 Expense 85

5.8.1 Time 86

5.8.2 Money 86

5.9 Ergonomics 88



6 COMMUNICATING WITH THE MAC

6.1 Input devices 91

6.1.1 Keyboard 91

6.1.2 Mouse(+ variations) 92

6.1.3 2-D graphic tablet 93

6.1.4 3-D digitiser 94

6.1.5 Touch screen 95

6.1.6 Scanner 95

6.1.7 New input devices 96

6.1.8 Video 97

6.1.8.1 Still camera 97

6.1.8.2 Live camera 98

6.1.8.3 VTR 98

6.2 Output devices 99

6.2.1 VDU 99

6.2.2 Printer 99

6.2.3 Plotter 102

6.2.4 VTR 104

6.2.5 Still camera 104

6.2.6 Film camera 105

6.3 The screen interface 106



7 DESIGN METHODOLOGY 

7.1 Planning 109

7.1.1 'World'map 109

7.2 Matching method to tools 110

7.3 The naming of parts 111

7.4 Salvation 112

7.5 Lateral thinking 113

7.6 Cheating 114



8 MACTYPICAL 

8.1 MacTypical interface 117

8.2 MacTypical object creaction 118 

8.3 MacTypical navigation 120 

8.4 MacTypical rendering 123

8.5 MacTypical surface efects 125

8.6 MacTypical lighting 126

8.7 MacTypical extras 127  

8.3 MacTypical animation 127  

8.4 MacTypical file support 128 



9 CASE STUDIES 

9.1 Front cover-MAC 3D 131 

9.2 Back cover-sunglasses 131

9.3 Back cover-building 135 

9.4 Back cover-chain 138



10 THE FUTURE OF MODELLING 

10.1 Virtual Reality 145

10.2 Dynamics 146  

10.3 Intelligent models 148  

10.4 Digital dough 150

10.5 Catalogues 151 

10.6 And finally 153



 Appendix 1: MODELLING & RELATED SOFTWARE



Summer of applications described 155 



Infini-D 157 



StrataVision 3D 162 



Ray Dream Designer 167



Swivel 3D Professional 172 



MacroModel 177 



Alis Sketch! 181 



Form Z 190 



ModelShop II 194 



MiniCad + 199 



AutoCAD 203 



Virtus Walkthrough 208 



addDepth 210



Adobe Dimensions 214 



MacroMindThree-D 217 



MacRenderMan 220



LifeForms 224 



Touch-3D 226



deBabelizer 228



Other relevant software 229



Appensiz 2: GLOSSARY OF TERMS 233



BIBLIOGRAPHY 244



INDEX 245

Erscheint lt. Verlag 1.5.1994
Verlagsort Bristol
Sprache englisch
Themenwelt Informatik Betriebssysteme / Server Macintosh / Mac OS X
Informatik Grafik / Design Digitale Bildverarbeitung
ISBN-10 1-871516-46-3 / 1871516463
ISBN-13 978-1-871516-46-3 / 9781871516463
Zustand Neuware
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