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{{Short description|Graphics that use a three-dimensional representation of geometric data}}
{{For|the academic discipline|Computer graphics (computer science)}}
{{Broader|Computer graphics workstation}}
{{More citations needed|date=April 2017}}
{{3D computer graphics}}
{{dablink|This article is about process of creating 3D computer graphics. For information on the study of computer graphics, see [[Computer graphics]]}}
 
'''3D computer graphics''', (insometimes contrast tocalled [[2DComputer-generated imagery|CGI]], '''3D-CGI''' or '''three-dimensional computer graphics]])''', are graphics that use a [[Cartesian coordinate system#Three-dimensional coordinate system|three-dimensional]] representation of geometric data that(often is[[Cartesian coordinate system#Cartesian coordinates in three dimensions|Cartesian]]) stored in the computer for the purposes of performing calculations and rendering 2D[[digital images.image]]s, Suchusually images[[2D mayimage]]s bebut forsometimes later[[3D display or for real-time viewingimage]]s. DespiteThe theseresulting differences,images 3Dmay computerbe graphicsstored relyfor onviewing manylater of(possibly theas samean [[algorithmComputer animation|animation]]s) asor 2D computer [[vector graphics]]displayed in the [[wire frame model]] and 2DReal-time computer [[rastergraphics|real graphicstime]].<ref inname="Foley the2013">{{cite finalbook rendered|last=Foley display|first=James D. In|title=Computer computerGraphics: graphics software, the distinction between 2DPrinciples and 3DPractice is|last2=van occasionallyDam blurred;|first2=Andries 2D|last3=Feiner applications|first3=Steven mayK. use|last4=Hughes 3D|first4=John techniquesF. to|publisher=Addison-Wesley achieve|year=2013 effects such as lighting, and primarily 3D may use 2D rendering techniques.|isbn=978-0321399526 |edition=3rd}}</ref>
 
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 [[Mathematics|mathematical]] representation of any [[Three-dimensional space|three-dimensional]] object (either inanimate or living). A model is not technically a graphic until it is visually 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 simulation]]s and calculations.
3D computer graphics, contrary to what the name suggests, are most often displayed on two-dimensional displays. Unlike [[3D film]] and similar techniques, the result is two-dimensional, without visual [[depth perception|depth]]. More often, 3D graphics are being displayed on [[3D display]]s, like in [[virtual reality]] systems.
 
3D graphics stand in contrast to [[2D computer graphics]] which typically use completely different methods and formats for creation and rendering.
 
3D computer graphics rely on many of the same [[algorithm]]s as 2D computer [[vector graphics]] in the [[wire-frame model]] and 2D computer [[raster graphics]] in the final rendered display. In computer graphics software, 2D applications may use 3D techniques to achieve effects such as [[computer graphics lighting|lighting]], and similarly, 3D may use some 2D rendering techniques.<ref name="Foley 2013"/>
 
The objects in 3D computer graphics are often referred to as [[3D modeling|3D models]]. Unlike the rendered image, a model's data is contained within a graphical data file. A 3D model is a [[Mathematics|mathematical]] [[Representation (mathematics)|representation]] of ''any'' [[Three-dimensional space|three-dimensional]] object; a model is not technically a ''graphic'' until it is displayed. A model can be displayed visually as a two-dimensional image through a process called [[3D rendering]], or it can be used in non-graphical [[computer simulation]]s and calculations. With [[3D printing]], models are rendered into an actual 3D physical representation of themselves, with some limitations as to how accurately the physical model can match the virtual model.<ref>{{Cite web|url=https://www.sciencedaily.com/terms/3d_computer_graphics.htm|title=3D computer graphics|website=ScienceDaily|language=en|access-date=2019-01-19}}</ref>
 
== History ==
{{main|History of computer animation}}
[[William Fetter]] was credited with coining the term ''computer graphics'' in 1961<ref>{{cite web|url=http://design.osu.edu/carlson/history/timeline.html#1960|title=An Historical Timeline of Computer Graphics and Animation|access-date=2009-07-22|archive-url=https://web.archive.org/web/20080310082944/http://design.osu.edu/carlson/history/timeline.html#1960 |archive-date=2008-03-10|url-status=dead}}</ref><ref>{{cite web |title=Computer Graphics |url=http://www.comphist.org/computing_history/new_page_6.htm |website = Learning Computer History|date = 5 December 2004}}</ref> to describe his work at [[Boeing]]. An early example of interactive 3-D computer graphics was explored in 1963 by the [[Sketchpad]] program at [[MIT Lincoln Laboratory|Massachusetts Institute of Technology's Lincoln Laboratory]].<ref>{{Citation |title=Ivan Sutherland Sketchpad Demo 1963 | date=30 May 2012 |url=https://www.youtube.com/watch?v=6orsmFndx_o |access-date=2023-04-25 |language=en}}</ref> One of the first displays of computer animation was ''[[Futureworld]]'' (1976), which included an [[animation]] of a human face and a hand that had originally appeared in the 1972 experimental short ''[[A Computer Animated Hand]]'', created by [[University of Utah]] students [[Edwin Catmull]] and [[Fred Parke]].<ref name="sltrib">{{cite news |url=http://www.sltrib.com/sltrib/mobile/53193670-90/film-catmull-computer-animation.html.csp |title=Pixar founder's Utah-made ''Hand'' added to National Film Registry |work=[[The Salt Lake Tribune]] |date=December 28, 2011 |access-date=January 8, 2012}}</ref>
 
[[3-D computer graphics software]] began appearing for [[home computer]]s in the late 1970s. The earliest known example is ''3D Art Graphics'', a set of 3-D computer graphics effects, written by Kazumasa Mitazawa and released in June 1978 for the [[Apple II]].<ref>{{cite web|url=https://www.brutaldeluxe.fr/projects/cassettes/japan/|title=Brutal Deluxe Software|website=www.brutaldeluxe.fr}}</ref><ref>{{cite web |url=http://www.neoncluster.com/projects-apple2/apple2-jcassettes.html |work=Projects and Articles|title = Retrieving Japanese Apple II programs |access-date= |archive-url=https://web.archive.org/web/20161005101914/http://www.neoncluster.com/projects-apple2/apple2-jcassettes.html |archive-date=2016-10-05 |url-status=dead |publisher = neoncluster.com}}</ref>
 
[[Virtual reality|Virtual Reality 3D]] is a version of 3D computer graphics.<ref name=":03">{{Cite web |last=Garg |first=Nitin |date=2024-11-15 |title=A Comprehensive Guide on Different Types of 3D Animation |url=https://www.brsoftech.com/blog/types-of-3d-animation-and-techniques/ |access-date=2024-11-21 |website=BR Softech |language=en-US}}</ref> With the first headset coming out in the late 1950s, the popularity of VR didn't take off until the 2000s. In 2012 the [[Oculus Rift|Oculus]] was released and since then, the 3D VR headset world has expanded.<ref>{{Cite web |last=Flynt |first=Joseph |date=2019-08-12 |title=The History of VR: When was it created and who invented it? |url=https://3dinsider.com/vr-history/ |access-date=2024-11-21 |website=3D Insider |language=en-US}}</ref>
 
==Overview==
3D computer graphics production workflow falls into three basic phases:
The process of creating 3D computer graphics can be sequentially divided into three basic phases: [[3D modeling]] which describes the process of forming the shape of an object, layout and [[Computer animation|animation]] which describes the ''motion'' and ''placement'' of objects within a scene, and [[3D rendering]] which produces an ''image'' of an object.
# [[3D modeling]] – the process of forming a computer model of an object's shape
# Layout and [[computer animation|CGI animation]] – the placement and movement of objects (models, lights etc.) within a scene
# [[3D rendering]] – the computer calculations that, based on light placement, [[computer representation of surfaces|surface]] types, and other qualities, generate (rasterize the scene into) an image<ref name="guide">{{cite web |title=A Beginner's Guide to the Concept of 3D in Computer Graphics |url=https://professional3dservices.com/blog/3d-computer-graphics.html |website=ThePro3DStudio |access-date=25 August 2025}}</ref>
 
===Modeling===
[[Image:Engine movingparts.jpg|thumb|right|A [[3D rendering]] with [[Ray tracing (graphics)|ray tracing]] and [[ambient occlusion]] using [[Blender (software)|Blender]] and [[Yafray]]]]
{{main|3D modeling}}
The modelmodeling describes the process of forming the shape of an object. The two most common sources of [[3D model]]smodels are those originated on the computer bythat an artist or engineer usingoriginates someon kinda ofcomputer with a [[3D modeling tool]], andor thosemodels [[3d3-D scanning|scanned]] into a [[computer]] from real-world objects. (Polygonal Modeling, Patch Modeling and NURBS Modeling are some popular tools used in 3D modeling). Models can also be produced [[procedural modeling|procedurally]] or via [[physical simulation]].<ref name="guide" />
 
Basically, a 3D model is formed from points called vertices that define the shape and form [[Polygon (computer graphics)|polygons]]. A polygon is an area formed from at least three vertices (a triangle). A polygon of n points is an n-gon.<ref>{{cite web |url = http://www.mathwords.com/n/n_gon.htm/ |title = n-gon |last = Simmons |first = Bruce |website = MathWords |access-date = 2018-11-30 |archive-url = https://web.archive.org/web/20181215193753/http://www.mathwords.com/n/n_gon.htm |archive-date = 2018-12-15 |url-status = dead }}</ref> The overall integrity of the model and its suitability to use in animation depend on the structure of the polygons.<ref name="guide" />
 
===Layout and animation===
{{main|Computer animation}}
Before objectsrendering areinto renderedan image, theyobjects must be placed ([[layout|layout/laid out]]) withinin a [[3D scene]]. This is what defines the spatial relationships between objects in a scene, including [[Location (geography)|___location]] and [[Dimension|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]],). though many of theseThese techniques are often used in conjunction with each-othercombination. As with modelinganimation, [[physical simulation]] is another way ofalso specifyingspecifies motion.
 
[[Stop motion|Stop Motion]] has multiple categories within such as [[Claymation]], [[Cutout animation|Cutout]], [[Silhouette animation|Silhouette]], [[Lego stop motion|Lego]], [[Puppet animation|Puppets]], and [[Pixelation]].<ref name=":03"/>
 
[[Claymation]] is the use of models made of clay used for an animation. Some examples are [[ClayFighter|Clay Fighter]] and [[Clay Jam]].<ref name=":03"/>
 
[[Lego stop motion|Lego]] animation is one of the more common types of stop motion. Lego stop motion is the use of the figures themselves moving around. Some examples of this are [[Lego Island]] and [[Lego Harry Potter]].<ref name=":03"/>
 
=== Materials and textures ===
Materials and textures are properties that the render engine uses to render the model. One can give the model materials to tell the render engine how to treat light when it hits the surface. Textures are used to give the material color using a color or albedo map, or give the surface features using a [[bump map]] or [[normal mapping|normal map]]. It can be also used to deform the model itself using a [[displacement map]].
 
===Rendering===
[[Image:Cannonball stack with FCC unit cell.jpg|thumb|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.]]
{{main|3D rendering}}
[[Rendering (computer graphics)|Rendering]] converts a model into an image either by simulating [[light transport theory|light transport]] to get photorealisticphoto-realistic images, or by applying some kindan ofart 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 [[3D3-D computer graphics software]] or a [[List of 3D graphics APIs|3D3-D graphics API]]. The process of altering the scene into a suitable form for rendering also involves [[3D projection]] which allows a three-dimensional image to be viewed in two dimensions.
 
Altering the scene into a suitable form for rendering also involves [[3D projection]], which displays a three-dimensional image in two dimensions. Although 3-D modeling and CAD [[software]] may perform 3-D rendering as well (e.g., [[Autodesk 3ds Max]] or [[Blender (software)|Blender]]), exclusive 3-D rendering software also exists (e.g., OTOY's [[Octane Render|Octane Rendering Engine]], Maxon's Redshift)
== Communities ==
<gallery mode="packed" heights="150" caption="Examples of 3-D rendering">
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 (such as [[Renderosity]]). These communities allow for members to seek advice, post tutorials, provide product reviews or post examples of their own work.
File:Engine movingparts.jpg|A 3-D rendering with [[Ray tracing (graphics)|ray tracing]] and [[ambient occlusion]] using [[Blender (software)|Blender]] and YafaRay
File:Dunkerque 3d.jpeg|A 3-D model of a [[Dunkerque-class battleship|''Dunkerque''-class battleship]] rendered with [[flat shading]]
File:Cannonball stack with FCC unit cell.jpg|During the 3-D 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 (CAD program)|Cobalt]].
File:Penthouse Rendering.jpg|A 3-D rendering of a penthouse
</gallery>
 
== Software ==
==Distinct from photorealistic 2D graphics==
3-D computer graphics software produces [[computer-generated imagery]] (CGI) through [[3D modeling]] and [[3D rendering]] or produces 3-D models for analytical, scientific and industrial purposes.
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 art]]ists may also copy or visualize 3D effects and [[artistic rendering|manually render]] photorealistic effects without the use of filters. ''See also [[still life]].''
{{Fact|date=July 2008}}
 
=== HistoryFile formats ===
{{Main|List of file formats}}
[[William Fetter]] was credited with coining the term ''computer graphics'' in 1960,{{Fact|date=September 2007}} 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 hand &mdash; produced by [[Edwin Catmull|Ed Catmull]] and [[Fred Parke]] at the [[University of Utah]].
There are many varieties of files supporting 3-D graphics, for example, Blender (.blend), Wavefront (.obj), .fbx and .x DirectX files. Each file type generally tends to have its own unique data structure.
 
Each file format can be accessed through their respective applications, such as DirectX files, and [[id Tech 3|Quake]]. Alternatively, files can be accessed through third-party standalone programs, or via manual decompilation.
 
=== Modeling ===
{{Main|3D modeling}}
3-D modeling software is a class of 3-D computer graphics software used to produce 3-D models. Individual [[Computer program|programs]] of this class are called modeling applications or modelers.
 
3-D modeling starts by describing 3 display models: Drawing Points, Drawing Lines and Drawing triangles and other Polygonal patches.<ref>{{Cite book |last=Buss |first=Samuel R. |url=https://books.google.com/books?id=1CspAwAAQBAJ&q=3d+computer+graphics+information+books |title=3D Computer Graphics: A Mathematical Introduction with OpenGL |date=2003-05-19 |publisher=Cambridge University Press |isbn=978-1-139-44038-7 |language=en}}</ref>
 
3-D modelers allow users to create and alter models via their 3-D [[Polygon mesh|mesh]]. Users can add, subtract, stretch and otherwise change the mesh to their desire. Models can be viewed from a variety of angles, usually simultaneously. Models can be rotated and the view can be zoomed in and out.
 
3-D modelers can export their models to [[computer file|files]], which can then be imported into other applications as long as the [[metadata]] are compatible. Many modelers allow [[importer (computing)|importers]] and [[exporter (computing)|exporters]] to be [[Plug-in (computing)|plugged-in]], so they can read and write data in the native formats of other applications.
 
Most 3-D modelers contain a number of related features, such as [[Ray tracing (graphics)|ray tracers]] and other rendering alternatives and [[texture mapping]] facilities. Some also contain features that support or allow animation of models. Some may be able to generate [[full-motion video]] of a series of rendered scenes (i.e. [[animation]]).
 
=== Computer-aided design (CAD) ===
{{Main|Computer-aided design}}
Computer aided design software may employ the same fundamental 3-D modeling techniques that 3-D modeling software use but their goal differs. They are used in [[computer-aided engineering]], [[computer-aided manufacturing]], [[Finite element analysis]], [[product lifecycle management]], [[3D printing]] and [[computer-aided architectural design]].
 
=== Complementary tools ===
After producing a video, studios then [[Film editing|edit]] or [[Compositing|composite]] the video using programs such as [[Adobe Premiere Pro]] or [[Final Cut Pro]] at the mid-level, or [[Autodesk Combustion]], [[Digital Fusion]], [[Shake (software)|Shake]] at the high-end. [[Match moving]] software is commonly used to match live video with computer-generated video, keeping the two in sync as the camera moves.
 
Use of real-time computer graphics engines to create a cinematic production is called [[machinima]].<ref>{{Cite web|title=Machinima|url=https://archive.org/details/machinima|access-date=2020-07-12|website=Internet Archive|language=en}}</ref>
 
==Other types of 3D appearance==
{{unreferenced section|date=September 2023}}
 
===Photorealistic 2D graphics===
{{see also|Still life#21st century}}
Not all computer graphics that appear 3D are based on a [[wireframe model]]. 2D computer graphics with 3D [[photorealistic]] effects are often achieved without wire-frame 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 art]]ists may also copy or visualize 3D effects and [[artistic rendering|manually render]] photo-realistic effects without the use of filters.<ref>{{cite web |title=3D versus 2D Modeling Methods |url=https://www.dummies.com/article/technology/software/design-software/autocad/3d-versus-2d-modeling-methods-252971/ |access-date=2025-05-08 |website=Dummies.com}}</ref>
 
===2.5D ===
{{main|2.5D}}
Some [[video game]]s use [[2.5D]] graphics, involving restricted projections of three-dimensional environments, such as [[Isometric video game graphics|isometric graphics]] or [[Virtual camera system#Fixed|virtual cameras with fixed angles]], either as a way to improve performance of the [[game engine]] or for stylistic and gameplay concerns. By contrast, games using 3D computer graphics without such restrictions are said{{by whom|date=September 2023}} to use true 3D.
 
=== Other forms of animation ===
[[Cutout animation|Cutout]] is the use of flat materials such as paper. Everything is cut out of paper including the environment, characters, and even some props. An example of this is [[Paper Mario]].<ref name=":03"/> [[Silhouette animation|Silhouette]] is similar to cutouts except they are one solid color, black. [[Limbo (video game)|Limbo]] is an example of this.<ref name=":03" /> [[Puppet animation|Puppets]] are dolls and different puppets used in the game. An example of this would be [[Yoshi's Woolly World|Yoshi's Wooly World]].<ref name=":03" /> [[Pixelation]] is when the entire game appears pixelated, this includes the characters and the environment around them. One example of this is seen in [[Shovel Knight]].<ref name=":03" />
 
==See also==
{{commonscat|3D computer graphics}}
<div style="-moz-column-count:2; column-count:2;">
* [[3D motion controller]]
* [[3D projection|3D Projections on 2D Planes]]
* [[Anaglyph image]]
* [[Computer vision]]
* [[Digital geometry]]
* [[Geometry pipeline]]
* [[Geometry processing]]
* [[Graphics]]
* [[Graphics processing unit]] (GPU)
* [[List of 3D computer graphics software]]
* [[Graphical output device]]s
* [[3D data acquisition and object reconstruction]]
* [[Image processing]]
* [[3D projection|3D projection on 2D planes]]
* [[Reflection (computer graphics)]]
* [[Geometry processing]]
* [[Rendering (computer graphics)]]
* [[Isometric graphics in video games and pixel art]]
* [[SIGGRAPH]]
* [[TimelineList of CGIstereoscopic invideo filmsgames]]
* [[Medical animation]]
</div>
* [[Render farm]]
 
==References==
{{reflist|35em}}
<references/>
{{Unreferenced|date=November 2007}}
 
== External links ==
{{Commons category}}
{{Wiktionarypar|computer graphics}}
{{Wiktionary|computer graphics}}
* [http://www.computersight.com/Software/How-to-Build-Your-House-in-Sketchup.245013 A brilliant tutorial to those new to 3d Computer Graphics]
* [https://web.archive.org/web/20070405172134/http://accad.osu.edu/~waynec/history/lessons.html A Critical History of Computer Graphics and Animation] ([[Wayback Machine]] copy)
* [http://www.acid.org/radio/index.html#ARTS-EP05 The ARTS: Episode 5] An in depth interview with Legalize on the subject of the History of Computer Graphics. (Available in MP3 audio format)
* [http://computer.howstuffworks.com/3dgraphics.htm How Stuff Works - 3D Graphics]
* {{usurped|1=[https://web.archive.org/web/20131113123112/http://hem.passagen.se/des/hocg/hocg_1960.htm ''History of Computer Graphics'' series of articles]}} (Wayback Machine copy)
* [https://www.youtube.com/watch?v=ebr0HNnNNrs How 3D Works] - Explains 3D modeling for an illuminated manuscript
* [http://www.secondpicture.com/3d_tutorials.html Second Picture's 3D graphics tutorials]
 
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