3D Computer Graphics

3D computer graphics (in contrast to 2D computer graphics) are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering 2D images. Such images may be stored for viewing later or displayed in real-time.

3D computer graphics rely on many of the same algorithms as 2D computer vector graphics in the wire-frame model and 2D computer raster graphics in the final rendered display. In computer graphics software, the distinction between 2D and 3D is occasionally blurred; 2D applications may use 3D techniques to achieve effects such as lighting, and 3D may use 2D rendering techniques.

One difference between humans and computers lies in the relative strengths in their respective abilities to understand symbolic relationships and to learn facts. A computer can remember billions of facts with extreme precision, whereas we are hard pressed to remember more than a handful of phone numbers. On the other hand, we can read a novel and understand and manipulate the subtle relationships between the characters—something that computers have yet to demonstrate an ability to do. We often use our ability to understand and recall relationships as an aid in remembering simple things, as when we remember names by means of our past associations with each name and when we remember phone numbers in terms of geometric or numeric patterns they make. We thus use a very complex process to accomplish a very simple task, but it is the only process we have for the job. computers have been weak in their ability to understand and process information that contains abstractions and complex webs of relationships, but they are improving.
— Raymond Kurzweil, U. S. scientist, engineer. The Age of Intelligent Machines, ch. 1, MIT Press (1990)

3D computer graphics are often referred to as 3D models. Apart from the rendered graphic, the model is contained within the graphical data file. However, there are differences. A 3D model is the mathematical representation of any three-dimensional object. A model is not technically a graphic until it is displayed. Due to 3D printing, 3D models are not confined to virtual space. A model can be displayed visually as a two-dimensional image through a process called 3D rendering, or used in non-graphical computer simulations and calculations.

History

William Fetter was credited with coining the term computer graphics in 1961 to describe his work at Boeing. One of the first displays of computer animation was Futureworld (1976), which included an animation of a human face and a hand—produced by Ed Catmull and Fred Parke at the University of Utah.

Overview

3D computer graphics creation falls into three basic phases:

  • 3D modeling – the process of forming a computer model of an object's shape
  • Layout and animation – the motion and placement of objects within a scene
  • 3D rendering – the computer calculations that, based on light placement, surface types, and other qualities, generate the image

Modeling

The model describes the process of forming the shape of an object. The two most common sources of 3D models are those that an artist or engineer originates on the computer with some kind of 3D modeling tool, and models scanned into a computer from real-world objects. Models can also be produced procedurally or via physical simulation. Basically, a 3D model is formed from points called vertices (or vertexes) that define the shape and form polygons. A polygon is an area formed from at least three vertexes (a triangle). A four-point polygon is a quad, and a polygon of more than four points is an n-gon. The overall integrity of the model and its suitability to use in animation depend on the structure of the polygons.

Layout and animation

Before rendering into an image, objects must be placed (laid out) in a scene. This defines spatial relationships between objects, including location and size. Animation refers to the temporal description of an object, i.e., how it moves and deforms over time. Popular methods include keyframing, inverse kinematics, and motion capture. These techniques are often used in combination. As with modeling, physical simulation also specifies motion.

Rendering

Rendering converts a model into an image either by simulating light transport to get photo-realistic images, or by applying some kind of style as in non-photorealistic rendering. The two basic operations in realistic rendering are transport (how much light gets from one place to another) and scattering (how surfaces interact with light). This step is usually performed using 3D computer graphics software or a 3D graphics API. Altering the scene into a suitable form for rendering also involves 3D projection, which displays a three-dimensional image in two dimensions.

Left: A 3D rendering with ray tracing and ambient occlusion using Blender and YafaRay.

Center: A 3d model of a Dunkerque class battleship rendered with flat shading.

Right: During the 3D rendering step, the number of reflections “light rays” can take, as well as various other attributes, can be tailored to achieve a desired visual effect. Rendered with Cobalt.

Communities

There are a multitude of websites designed to help educate and support 3D graphic artists. Some are managed by software developers and content providers, but there are standalone sites as well. These communities allow for members to seek advice, post tutorials, provide product reviews or post examples of their own work.

Distinction from photorealistic 2D graphics

Not all computer graphics that appear 3D are based on a wireframe model. 2D computer graphics with 3D photorealistic effects are often achieved without wireframe modeling and are sometimes indistinguishable in the final form. Some graphic art software includes filters that can be applied to 2D vector graphics or 2D raster graphics on transparent layers. Visual artists may also copy or visualize 3D effects and manually render photorealistic effects without the use of filters. See also still life.

The language of the game is interesting. You can think of the pauses as caesuras, breaks between the lines. As a poem the game is composed of a number of short lines representing the pitches. The number of lines per batter form a stanza. Then there is a space. Sometimes the stanzas become breathless, rushing full paragraphs that build rapidly on each other until the poem-inning explodes. The poem lives for this sudden blossoming out of prosodic regularity. Should someone make a computer analysis of baseball prosody, I believe that they would come up with something close to the prosody of some great American lyrical epic, Whitman’s Leaves of Grass, let’s say, or Doc Williams’s Patterson.... The game is definitely an epic ... formed of many lyrical moments dependent on silences for their effectiveness. An unfolding story punctuated by brief emotional swellings.
— Andrei Codrescu (b. 1947)