Geol 702H - 3-D Modeling Principles

Roland Schweitzer
modified by J. Louie, Feb. 27, 1996

3-D Modeling and Animation Steps

Geometry Creation

Material Design

Rendering

Animation (create the action)


Geometry Creation

Sources of Geometry:

CAD
``Real world'' sampling
``Free hand'' design
from primatives
Bezier & NURBS curves
fractal surfaces
Boolean operations

CAD

CAD programs can save information in standard file formats such as DFX or IGES.

Many animation systems will preserve the hierarchical structure of the orginal design.

Motion and material animation can then be applied just as the geometry was created in the animation system.

``Real World'' Sampling

The three dimensional analog of scanning an image.

The scanning returns coordinates in three dimensions of primatives that describe the object being scanned.

Motion and material animation can then be applied just as the geometry was created in the animation system.

Geometric Primatives



Example of ``wireframes'' showing edges of intersecting triangles that approximate a simple plane, spheres, tetrahedron, and cube.

The Cyberview-X interface at the Univ. of Minnesota's Geometry Center provides a way to view your choice of hundreds of different objects interactively from any viewpoint, using your forms-capable WWW browser. Their computer calculates the viewed image and sends it back to you. Presently it supports only wireframes and simple shading.

Fractal Geometries



Example of a synthetic landscape created by assigning the elevation of triangle vertices a random difference from the elevations of their neighbors. The elevation variations obey a fractal geometric exponential relation. The colors scale to the elevations, again with fractal variations. Created on a Macintosh with the Fractal! 1.2 software package.


Example of a synthetic object created as a collection of geometric primative objects whose orientation and connectedness obeys a fractal relationship. Created at the Univ. of Minnesota's Geometry Center.


Material Properties of Objects

Animation systems allow the user to specify the exact material characteristics of each object.

For example:

- metalic or non-metalic highlights
- color
- diffuse intensity
- ambient intensity
- highlight shininess
- highlight brightness
- opacity
- reflectivity
- index of refraction
- gloss
- translucency
- texturing or ``bump mapping''
- image drape over surface


Rendered image with color and diffuse reflectance intensities applied to the wireframe geometries above.


Image rendered after making some surfaces transluscent and reflective. The viewpoint was also moved.


Rendering

Raytracing techniques:
Light is computationally cast on the scene.

Reflections and refractions are calculated, and the material aspects of the objects encountered are used to determine the color and value of the pixel.

Software rendering allows for effects found only in the most expensive hardware (transparent surfaces, for example) to be rendered on inexpensive hardware.


Image rendered after applying walnut and granite ``texture maps'' to some surfaces, and a ``bump map'' to other surfaces (some transluscent).

The geometric examples were rendered on a Sun with SunVision software. When logged into a Seismology Sun, click to download the file texture.scene, which is a script that places objects and controls how to render them. Give the Sun command ``sunvision'', then click on the ``Sun GV'' button to start the geometry viewer and editor, and also the ``Sun ART'' button to start the rendering engine. In Sun GV open the ``texture.scene'' scene file to see the objects and their attributes, and then export the scene. In ``Sun ART'' import the scene and press the ``Render'' button.

For a Macintosh, you can click here to download the ``Vort'' software package, which provides similar functionality.

For lists of 3-d geologic mapping, modeling, and visualization software, click here.


Animation - creating motion

The video sequence here from a course at the Cornell Theory Center shows many rendered frames of spherical objects with texture maps applied. Between each frame the objects rotate and the viewpoint and direction of view change. To specify the six coordinates needed for each view (three for the viewpoint, three for the direction) the students only defined them for certain ``keyframes'' where the view location or direction changes course. Between the keyframes, the rendering program automatically interpolates the intermediate views.

This MPEG clip (original here) from the JPL Imaging Radar Program texture maps a radar image onto a topographic surface, then renders animation frames by describing a ``flight path'' in the 3-d model space.

This QuickTime clip from the Disney movie ``Toy Story'' shows the combination of advanced texture mapping, articulation and hierarchy of objects, and detailed keyframe animation required for realistic scenes.