The synthesis of image 3D often shortened 3D (3D for three Dimensions: X, there, Z the three axes which form the Repère orthonormé of the Solid geometry) is a whole of techniques in particular resulting from the CAD which allows the perspective representation of objects in on a Moniteur of computer. It currently is very much used in numerical Art in the industry of film, is initiated by the studios Pixar and, since 1994, in much of Video games.
The current data-processing synthesized images rest on the same principles of projection on a plan and are indissociable history of data processing. The synthesized images began at the beginning from the Années 1950, in the United States, and were reserved for research, in particular university. One built a system made up of a cathode tube and a light pen, according to an idea of Ivan Sutherland, Massachusetts Institute off Technology (MIT), for the air control of the air force, then in 1961 one added on the screen a cross to indicate the position of the light pen. One practiced image 2D then, then of the image 3D, more expensive in computing times and financially.
Then the universities also made use of the images 3D, and in 1967, the university of Utah specialized in this field, in particular the professors David C. Evans and Ivan Sutherland, who tried to model various objects such as the car of Ivan Sutherland, and which will found in 1968 the company Evans & Sutherland. Then in 1970, Xerox created the PARK (Palo Alto Research Center), which will work very freely, because without commercial objectives; it will emanate from it from many discoveries that Xerox will not be able to exploit. In 1975 was created one of the most famous images of the computer graphics, the teapot, was become since a traditional object of test for the applications 3D. The teapot which was used as model rests now in Boston Computer Museum, close to a computer which reproduces its image in three dimensions. < Br > Until the years 1980, few people approached this field because of the costs of the material. But the appearance of the personal computers, the such Xerox Star, IBM-PC in 1981, and the Apple Macintosh in 1984, democratized the use of the 3D for the study, the production… The evolution of technology leads to superb simulations of shuttles or rockets by NASA, or of landscapes and faces.
But it is starting from the Années 1990 that the synthesized image and the 3D democratized and developed in an important way, with in particular the arrival of more powerful materials allowing the real-time, like charts 3D at Silicon Graphics on Work stations top-of-the-range then later in the computers general public PC with charts 3D like the 3DFX or in the game consoles like the PlayStation, the Dreamcast. Since, acceleration 3D is integral part of the computer materials.
The synthesis of image 3D calls upon a vector Space. This space is broken up into 3 dimensions on the Cartesian axes, usually named X , Y and Z .
Let us take, in a part, a point of reference, and define directions left-right-hand side (X) , before-back (Y) and haut-bas (Z) . To go from the origin to a given point, it is necessary to make:
The point of reference is called “the origin” and notes usually O , it corresponds to the triplet (0, 0,0).
To move of a value has on the left is equivalent moving of a value − has on the right. To move back of a value B is equivalent advancing − B . To go down from a value C is equivalent assembling − C . (See the article relative Integer ).
Now let us take a simple Volume, a Polyèdre. This polyhedron can be defined by the coordinates of its tops. By the data of a series of values ('' X '' 1, '' there '' 1, '' Z '' 1); ('' X '' 2, '' there '' 2, '' Z '' 2); …; ('' xn '', '' yn '', '' zn ''), this volume is defined.
Let us take for example the eight points
One thus represented a cube by a whole of values. This space is also called a three-dimensional or “virtual” matrix in the world of the imagery 3D.
The synthesis of image 3D breaks up primarily into 2 stages:
Modeling will consist in making store by the computer a whole of geometrical data and characteristics graphic making it possible to represent the model then. This model is usually called Scène 3D, according to English " scene" who means " vue" , " will thus be said; sight 3D". See the article dedicated for more information:
See also: Modeling 3D
CSG (Constructive Solid Geometry): the objects are defined by operations (unions, intersections…) on geometrical forms in space (polyhedral, spheres, cones, curved of Bézier, splines, NURBS…). This method is well adapted for creation ex nihilo , since it corresponds well to the way in which the human spirit represents the shape of the objects.
See also: Software of modeling 3D
Among the most known software and most widespread are 3D Studio max, Maya, XSI, and the software open source, Blender.
Returned breaks up in its turn into several phases.
returned is a phase which consists in transforming space 3D into an image 2D. Returned is generated by un/des program (S) which one calls 3D returned Moteur integrated (S) or not into the software of modeling.
The objects thus defined by numbers can then be drawn on a screen; the triplets of values ( X , there , Z ) are transformed into points of the drawing. This returned the perspective concept of uses:
The techniques of the synthesis of images 3D initially distinguished the algorithms from calculation of the hidden sides which worked in space 3D of the scene and those of the returned photorealist which worked in space 2D of the image (pixels). The algorithms of made current fulfill the two functions simultaneously.
With these types of prospect, one associates a type of drawing
With these techniques the problems of filtering appear, which is necessary to eliminate the artefacts.
The world of the 3D in synthesized images is, indeed, mathematically reality. But the mechanism here is reversed, a such draftsman reproducing on paper paperboard a work carved from every angle. The image in two dimensions resulting from returned from a three-dimensional scene is not other than the by-product of this “telegraphic” virtual world. The possibilities of this technology are infinite, just like an artist draftsman could reproduce reality under an infinity of angles and parameters different.
Contrary to an image traditional 3D, an image 3D volumetric (or voluminal), a value gives to all the points of space (matrix algebras). Those all are connected (or not) between them in order to constitute Polygone S which one commonly calls of the facets. These facets inter-connected between them in their turn, constitute with final the object 3D in question. In addition, other points can be them also inside even object, these even to which one can allot additional specific functions, conferring on the object an impression of mass in addition to volume (e.g.: Full object/hollow Object).
The vision in relief comes owing to the fact that, the two eyes being shifted, an object is not seen at the same place by the two eyes (difference of Parallaxe). The computer can generate two different images, one being seen by the left eye, the other by the right eye, and thus give an impression of relief.
Simple means of creating this “artificial relief” consist in generating only one image, known as Anaglyphe, but containing information for the two eyes, two colors, in general green and red. The spectator has glasses having a green filter on a side (this eye sees only red information, which appears in black, seeing subtractive Synthèse ), and a red filter on other side (this eye sees only green information, which also appear in black).
One can also work with only one initial image, with a distribution of the judicious colors. The glasses described above exaggerate the visual effect on these special images, putting at the foreground the subject of the image in green and the background of the decoration in red. One obtains a stereoscopic illusion of depth thus, as well as relief.
See also: Stéréoscopie
Nothing prohibits with the current processors to calculate in a few minutes, even in a few seconds, of the simple holograms impressed on films with good resolution. The process exists in fact since the beginning of the Années 1970 (the IBM Systems Journal had provided a specimen of such a hologram calculated in one of its numbers of this decade). The process did not have following the time for reasons of cost, but could re-appear today.
The 3D real-time is actually used in the video games, but also has many other applications: architectural visualization, medical visualization, various simulations, savers of screens… The challenge technical inherent in this kind of 3D is to obtain the best quality of possible image while preserving a fluid animation, which requires to optimize calculations of posting as well as possible. At the beginning, all calculations returned to the main frame (CPU) of the computers, but the power increasingly larger required to improve quality of the images pushed manufacturers to market charts NCV (Peripheral Component Interconnect) specialized in the 3D. The first available one on PC (Personal Computer) was legendary Voodoo of the company 3DFX. Today, the graphics cards integrate for the very large majority of the functions of acceleration 3D. The use of processors dedicated to the calculation of the 3D created the need for defining API (Application programming interface the) standard ones, making it possible the developers easily to reach the accelerated functions and to the manufacturers to include them in the processors. Both API 3D most widespread are OpenGL and Direct3D (component DirectX), more recent competitor developed by Microsoft.
The Software S calculating these images, the “engines of returned” ( renderers in English) are numerous. With the passing of years, the software general public improved considerably to refine the grain and also to transmit the real effects on the environment imagined by the teams of originators. On the other hand, of the specialist companies with artists with pointed knowledge in modeling, in lighting, and animation are always necessary. The other most known software is RenderMan, Mental ray, FinalRender, Brazil r/s, V-Ray.
A popular technique of calculation 3D is the “throw of ray” (raytracing). In this technique, a luminous ray “leaves” each point of the screen, and “meets” and “reflects itself” on the objects dispersed in the scene 3D.
The studio of animation Pixar is dedicated only to the creation of films in synthesized images since the Années 1980 and is thus recognized like precursor on the matter. It develops in particular RenderMan, an engine of returned considered as one of most powerful, serving with returned today as all the productions of the studio like with that of a vast majority of the synthesized images of feature-length films (see films in synthesized images and Synthèse of image).
The industry of architecture and interior installation uses more and more these methods to facilitate the sale of future projects. The synthesized images make it possible to transmit a new quantity of data twenty more years ago. One of the most famous architects, Frank Gehry, Canadian based in Los Angeles, uses this software to facilitate the design of the various modules which will be integrated into its very organic buildings.
Lighting belongs to these expensive parameters. In 3D real-time, it is sacrificed: not or few shadows, not total illumination. However, a good lighting brings enormously to the realism of the image and it is often what makes the great difference between the 3D real-time and the 3D precalculated. To solidify this parameter can be a problem, it cannot more be changed into real-time, lighting cannot be completely dynamic more. But there are many contexts of use of the 3D real-time in which it is not essential to have a completely dynamic lighting and or one can thus allow oneself to solidify this lighting.
Textures of lighting (Lightmap) are then calculated which encodent lighting. This calculation relatively long (is precalculated, it is not made in real-time) but, once carried out, the information of lighting is available instantaneously. The quality of returned can then approach what one obtains in 3D precalculated while bringing interactivity in the adjustments of all the other parameters.
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