Creating simple models is relatively easy. When it comes to realistic modelling; making objects that seem to be alive, that shine, reflect, or decay and crumble, takes something more than spiralling spline points.
Lighting is one of those things you never notice when it is working correctly. When it is not, it is something you notice all too much.
Modelling organic surfaces, full of imperfections, pitting, discolouring, catching the light in different shades within the same colour, and flowing smoothly, is a challenge all of its own. It takes a great deal of know-how, and a good deal of processing power, to render organic flesh properly. A great deal more, to render it in real-time.
The Atlas of animal anatomy, focuses specifically on a handful of animals. The vast majority of each chapter consists of landscape format full page plates, reproducing the animal in different levels of detail, and differing parts of its anatomy. Side on, top down and front on plates are included for all animals, giving a strong aid to 3D anatomical recreation.
Modelling the Songbird's Vocalization Apparatus
Researchers at the University of Southern Denmark are tackling the virtual voice problem from the other end. They are attempting to understand how the zebra finch makes the noises it does, and accomplishes its range of sounds, by capturing the existing organs in its throat, modelling them in 3D, converting to a virtual environment and attempting to animate the model to produce the same sounds via fluid dynamics.
This version of the book is more of a booklet than an actual book. Its a thin 50 page intro basically to the CD, which holds the meat - digital versions of Muybridge's photographs.
Replicating Foodstuff Virtually
This article from the BBC, examines one of the core topics of the SIGGRAPH 2007 conference ? the real difficulty of recreating the movement of food, in even a prerendered virtual world.
After photographer Eadweard Muybridge created his revolutionary photographs of animals in motion in the late 1890s, he turned his attention to the study of the human form, by taking detailed photographs in rapid succession step by step as the human body underwent all manner of daily activities. These photographs have served for over a century, as the most highly acclaimed reference point for animators.
The paperback 'lightweight version of 'The Human Figure in Motion', this book as might be extrapolated from the title, contains 60 photographic sequences of the more common everyday activities of both men and women. Most are nude, allowing the musculature and natural drooping from one frame to another to be clearly seen and analysed.
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Rust and Deterioration
Adding rust, grime, and dirt to a model is a textureís job. Except when the model corrodes to the point pieces have fallen away entirely. Chipped bricks, fallen masonry, splintered and cracked wood.
Creating Polygonal Shapes through a Merger with Topology
By merging the traditionally distinct fields of topology and geometry, through the discovery of a new type of mathematics called persistent homology, math researchers have created a set of equations which simply describe the pattern and placement of complex fractals as part of a polygonal model - such as the unique froth on a wave, within the reach of real-time
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Copying the Physical
When it comes to copying physical objects, surely there must be a better way than painstakingly recreating in the mindís eye?
3-D Modeling Advance: A single photo can be reconstructed into a 3-D scene
Building on the premise of Parallax mapping, in which 3D displacement of surfaces is faked by means of displacing textures both by creating a height map of their protuberance from 3D space and then calculating the angle of that protuberance relative to the angle the observer is looking, Microsoft and Make3D have created a process allowing a single photo to become a 3D scene.
A 3D Scanner for which No Object is Too Big or Too Small
3D scanners are considered the normal way to turn a physical object into a 3D construct in avirtual environment. Detailed, efficient, relatively fast - providing your object is roughly the same size as your scanner. If it is not, well, maybe a new paradigm is required...
A Closer Look At Parallax Occlusion Mapping
An in-depth Gamedev article, containing step by step coding advice for implementing parallax occlusion mapping to textures, such that the simulated heights can even self-occlude.
This book?s author essentially sees CGI imagery as the next great art-form. This book, is an art book, filled with lavish full colour spreads of image captures from passive VR. Both TV and feature film type.
To paraphrase the article: Many of today's worlds seem to be striving for realism: 'realistic combat system', 'realistic trade', 'realistic medieval theme' or even 'realistic magic system'. However realism is not always a good thing - sometimes it can be dangerous as far as enjoyment is concerned.
The proceedings of the first Modelling and Simulation conference IASTED (International Association of Science and TEchnology for Development) ran, back in 2002. This inch thick paperback tome contains a myriad of papers from experts around the world.
The proceedings of the second Modelling and Simulation conference IASTED (International Association of Science and TEchnology for Development) ran, back in 2002. This inch and a half thick paperback tome contains a 115 full papers from experts around the world.
The proceedings of the third Modelling and Simulation conference IASTED (International Association of Science and TEchnology for Development) ran, back in 2004.
Proceedings of the fourth Modelling and Simulation conference IASTED (International Association of Science and TEchnology for Development) ran, back in 2005. Comprising 479 pages, and 172 papers.
This book comprises the proceedings of the fifth Modelling and Simulation conference IASTED (International Association of Science and TEchnology for Development) ran, back in 2006. It holds 630 pages, and 163 papers.
This book comprises the proceedings of the sixth Modelling and Simulation conference IASTED (International Association of Science and TEchnology for Development) ran, back in 2007. It details 174 papers within 680 pages.
This book comprises the proceedings of the seventh Modelling and Simulation conference IASTED (International Association of Science and TEchnology for Development) ran, back in 2008. It houses 420 pages, and 104 papers.
Interview: Turning Dreams into Reality
An interview with Electronic Arts' Glenn Entis, EA's senior VP and chief visual and technical officer on the raging debates surrounding the role of graphics, particularly the drive towards photorealistic graphical capability to the detriment of other areas that has been occurring in VR gameworlds, and social spaces for the past few years.
This massive site, simple in appearance, holds just about every resource you'll ever need for graphics work.
Podcast: Parallel Worlds: Explorations in Second Life
This podcast is basically concerned with photography in the virtual. It deals with as they quote "the digital revolution in photography". Pushing beyond technologies such as photoshop to digitally tweak images, this 'cast discusses the possibilities that the photography digital revolution expands as far beyond digitally remastering, as motorised transport extends from the capabilities of the horse.
Rapid interactive scene modelling from video
A new modelling system, VideoTrace; the result of a collaboration between The Australian Centre for Visual Technologies at the University of Adelaide, and The Oxford Brookes Computer Vision Group, is capable of taking the output of any handheld digital camcorder, and turn it into a 3D model.
This is an old book, on its third update; a definite mainstay in the industry. Its one of those that never really gets to gather dust on the bookshelf, thou it may wind uo with food amongst its pages, as you reference back to it, without stopping for a break.
Tying Sounds into Animations
Most of the effect of any VR environment is smoke and mirrors. Attempting to make the environment look, sound and feel as real as possible, in as few a clock cycles as possible. One area that has long been over par in this encompassing illusion has been the tying of sounds into animation effects.