3D Data Generation for CG

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3D Data Generation for CG Introduction to Computer Graphics CSE 470/598 Arizona State University Dianne Hansford

Primary CG Applications Engineering CAD/CAM Animation advertising & feature films Games Visualization What are the 3d data needs of each application?

Engineering Precision of design Analysis methods Manufacturable CAD/CAM := computer-aided design & manufacture Precision of design Analysis methods Manufacturable Hierarchical From www.modelpress.com

Animation: feature films Cartoon .vs. realism Optimize rendering time Easily animated Highly textured Finding Nemo from Pixar www.pixar.com

Animation: advertising Similar to films CAD design often available Listerine animated ad from Pixar www.pixar.com

Games Low polygon count Highly textured Cartoon .vs. realism Easily animated Need for Speed from Electronic Arts www.ea.com

Visualization Representation and interpretation of measured data Devote class to this later in semester Earth winds from LLNL www.llnl.gov/graphics

Creating 3D Data 1. Modeling system CAD/CAM Entertainment 2. Digitize an object Tool sets differentiate packages

CAD Modeling System Many times: 2D plans basis of 3D models Parametric curves and surfaces: Bézier, NURBS Engineer’s toolset www.autodesk.com www.ptc.com www.dassault.com

Entertainment Modeling System Combines many data creation techniques polygons NURBS subdivision surfaces Artist’s toolset Animation tools 3ds max Maya www.discreet.com www.alias.com

Digitizing Scanners: non-tactile (laser) tactile Part of process called reverse engineering www.cyberware.com www.immersion.com

Reverse Engineering Process Scan Registration of data Triangulate Clean-up data Decimate Modeling system  archival data

www.immersion.com

becoming an artist’s tool Reverse Engineering becoming an artist’s tool PRISM @ ASU Partnership for Research in Spatial Modeling Art Dept. -- Dan Collins http://prism.asu.edu

Pixar Case Study: Characters Character development: reverse engineering clay model  digitize  modeling system From Geri’s game www.pixar.com

Tactile digitizing: Labor intensive but Can make transition to modeling system easier

Pixar Case Study: Modeling In-house modeling tools ’95 Toy Story parametric surfaces ’97 Geri’s Game subdivision surfaces ’98 A Bug’s Life subdivision surfaces ... Found animation tools difficult to create Experimented with subdivision surfaces on this short film Major hurdle: textures Parametric surfaces still used at Pacific Data (Antz, Shrek)

3D Models Models sold & free www.turbosquid.com www.3dcafe.com Many file formats available Just about any object