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Overview
Basic issues– Modelling packages– Low polygon modelling– Importing models
City modelling– Photogrammetry– Laser range finders– LIDAR
The great outdoors– Trees, plants, water etc
3D Authoring tools
Most models produced with generic 3D modelling packages offline
Some packages derive from film/animation:– Maya, 3DStudioMax, Softimage.
– creation of realistic creatures or backgrounds for film or gamesindustries.
– Not designed for creating real-time rendered models
Others from science/technology:– Matlab, PV-WAVE, AutoCAD.
– Not designed for realistic textures, lighting etc
All packages create objects, give them styles, assign behavioursand place them in 3D Cartesian space.
Other VR Software Tools
Transom Jack DI Guy, People Shop - Boston Dynamics Poser - Metacreations Reflex 7 - Reflex Research SBIR - Seamless Solutions Inc. Others...
3D Modelling Tools
Vizard - Worldviz Creator/Creator Pro - Presagis Tucan - Awaren Blender - shareware AC3D Modeller Maya 3D Studio MAX - Autodesk Truespace - Caligari VRML: ISB - Parallel Graphics Others...
3D Studio Max
3D Studio Max (or 3ds max) by Discreet– Probably biggest selling professional 3D content
creation package.
Many special purpose pluginssuch as Character Studio.
Still relatively expensive– PC onlyMuch used in film see:
http://www.groundzerofx.com/maxinfilm/
Low polygon modelling
Realtimeconstraints requireworking to a‘polygon budget’
– Seehttp://www.webreference.com/3d/lesson52/ for anexample
– Alsohttp://www.saunalahti.fi/~ops/tutorial/lowhead/lowhead.htm
Using level of detail (LOD)
Produce different versions of sameobject– Very low polygon versions to be used when
distant– 5000 polygons in one view is often plenty– Using texture can help
• But 64 bit by 64 bit often what is required
Obtaining texture images
Libraries from software– 3DS Max, Maya etc
Web– www.3dcafe.com
Camera with Photoshop editing
Texture photography
Orthogonal pictures are best (butphysically impossible)
If the camera has a zoom function– zoom in as far as possible– stand well back– this gives photos that are as close as
possible to being orthogonal
Texture photography
If the camera has a manual / automaticcontrol then use it– particularly important for white balance
A series of photos taken on automaticwill have a different setting for whitebalance for each photo and the colourswill not balance
Texture photography
Avoid using the flash if you can It is better to have light evenly
distributed across the object you arephotographing
Direct flash light is often uneven,particularly if close up
Photo editing in Photoshop
The best tools for texture editing are phototouch up packages like Adobe Photoshop
These packages allow the user to– Distort the texture
• perspective in photos taken at an angle
– Rub out unwanted features in the texture• passing traffic• undesirable reflections
– Create tileable textures The aim is to create a clean, orthogonal,
(maybe repeating) image
Importing models
Always an issue– Given use of separate modelling and runtime
software
Some formats are widely imported– 3ds and vrml
Geometry is not the only problem– Textures often problematic– Games engines may be idiosyncratic
• E.g Unreal Tournament has a ‘carve out’ approach tomodelling
Example: Modelling buildings
Use architects’ drawings Photogrammetry Laser scanning from models LIDAR data
Architects’ drawings
The obvious approach, BUT– Not always available– Require a long manual model construction– As-built not always as-designed
Photogrammetry
The process of deriving metricinformation about an object throughphoto measurements– Very old and trusted method of surveying– Basis of most current maps
Multiple photos of object or area fromdifferent angles– Min of three: facing, left and right
Processing the data
Manual identification of approx 12points in all 3 views– Use of accurate knowledge of focal length
and negative size– Can calculate exact distance of camera
from scene
Laser rangefinding
Use of laser beam to gather distanceinformation– time-of-flight: the round trip travel time of a single
pulse is measured and distance calculated basedon the speed of light
– Can also capture reflectance data
Laser Scanning Range Finder
Real World Capture Conversion of range data
– Range 2.5m - 80+m– Accuracy 2mm - 10+cm
The Process -Build the Model Select area to scan
– 1 overall - 5 perspectives @ 4mm intervals– 4 sections - 4 perspectives each @ 2mm intervals
Nearly 2 million points in the clouds
Segmentation– Hierarchy - areas, buildings, planes– Fit surfaces
10,000 Polygons
Creating the dinosaurs from the BBC TVseries using Laser Scanning
Advantages: Fast,Accurate, Can beautomated
Disadvantage:Expensive, Largeoutput file, Can behazardous
LIDAR
Light Detection And Ranging– Airbourne laser rangefinding– Using known position, altitude, orientation
of plane
Data collection
Collects position (x,y) and elevation (z)– At pre-determined intervals– Accuracy depend son flying height, laser beam
diameter, GPS quality, post-processing– Accuracy up to +- 15cms elevation– No need to select specific scanning targets
The great outdoors
Human artefacts are the easiest thing tomodel– Lots of planes, often orthogonal– Thus low-polygon models
But grass? Bushes? Trees? Flowers?– One polygon for each blade of grass? Several for
each leaf? Water? Clouds? Fire? Flesh? Fur? Hair?
Cheap methods
All involve compromises with appearance Water:
– Use a water texture: of course it doesn’t move• Sunken blue shape
– Create some polygons and a colour animation• This can look like flow
Trees
Billboard with tree texture on it– Looks the same from any angle
Two polygons at 90 degrees with tree textureon them
There are commercially available models And a few free ones: e.g xfrog public plant
• See http://web.inf.tu-dresden.de/ST2/cg/downloads/publicplants/
More sophisticated methods
Water, fire, rain, snow– Particle system: see later lecture– Included in some games engines like UT
Trees– Use fractals: Lindenmayer systems (L-
systems) are method of choice
L-systems
A type of fractal– Invented in 1968 by Aristid Lindenmayer to model
biological growth Constructed from line segments using rules
specified in drawing commands– Start with an initial string– Axiom, transformation rules are applied a specified
number of times– Produce the final command string– Which is used to draw the image
How it works
L-systems are parallel rewriting systems. L-systems consist of:
– an alphabet (V)– an axiom (a non-empty “seed” string V+)– Production rules of the form:
V => V* (predecessor => successor)
Rules replace predecessors with successors. Identity production rule is the default.
A variant of the Koch curve which uses only right-angles.– variables : F– constants : + −– start : F– rules : (F → F+F−F−F+F)
Here, F means "draw forward", + means "turn left90°", and - means "turn right 90°"–
n = 0: F
n = 1: F+F-F-F+F
Example: the Koch Curve
n = 3:F+F-F-F+F+F+F-F-F+F-F+F-F-F+F-F+F-F-F+F+F+F-F-F+F+ F+F-F-F+F+F+F-F-F+F-F+F-F-F+F-F+F-F-F+F+F+F-F-F+F- F+F-F-F+F+F+F-F-F+F-F+F-F-F+F-F+F-F-F+F+F+F-F-F+F- F+F-F-F+F+F+F-F-F+F-F+F-F-F+F-F+F-F-F+F+F+F-F-F+F+ F+F-F-F+F+F+F-F-F+F-F+F-F-F+F-F+F-F-F+F+F+F-F-F+F
A fractal plant variables : X F
– constants : + −– start : X– rules : (X → F-[[X]+X]+F[+FX]-X),(F → FF)– angle : 25º
Here,– F means "draw forward",– - means "turn left 25º", and– + means "turn right 25º".– X does not correspond to any drawing action and is
used to control the evolution of the curve.– [ corresponds to saving the current values for position
and angle, which are restored when the corresponding ]is executed