5-1-1993
3D Alchemy: a guide to 3D realistic computer
graphics
Ching-Pei B. Han
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Recommended Citation
The College
ofFine Applied Arts
in
Candidacy
for
the
Degree
ofMASTER OF FINE
ARTS
3D ALCHEMY
A
Guide
to 3D
Realistic Computer
Graphics
By
Ching-Pei B. Han
I
Introduction
5
1 1
Brief H
istory
g
III
Terminology
3. 1
Modeling
73
3.2
Lighting
75
3.3
Surface Texture
-\q
3.4
Surface
Property
75
3.5
Rendering
24
3.6
Animation
26
IV
Project Description
4.
1
Concept
29
4.2
Methodology
29
4.3
Presentation
33
4.4
Result
34
V
Future Perspectives
40
VI
Summary
57
VII
Appendix
A Plates
53
B Lingo
scripts60
C Examples
of3D
format
72
Last
year,
many films
and commercialstook
advantage of computer
technology
to
createastonishing
3D
animations.Examples
such asthe
Listerine
commercial
series, the
NBA
logo
onTV,
andthe
Chip
& Pepper
TV cartoon,
featured
unique and vibrant computerimages.
Among
the
variousanimations,
some weremade
by
high
end computersystems,
but
somesimply
by
personal computers1.Small, fast,
and more capablepersonal computers are now
performing
professional-level
video production rolesand,
in
fact, they
are a stapleof
many
feature
film
productions andbroadcast
television
facilities. The PC-based
(
Mac,
MS-DOS,
andAmiga
)
3D
software programs nolonger
canbe dismissed
ashobby-level
toys.
The
challenge, now,
is
sorting
through
the
programsto
find
the
best
oneto
suit designers' specific needs.
The intended
purpose ofthis thesis
is
to
compareseveral packages on
the
market:Infini-D,
StrataVision
3d,
MacroMind
3D,
andRay
Dream Designer. These
3D
programs are capable of
creating
crisp
3D
pictures andalso are
very
convenientfor designers
and animatorsto
use.
In
this
thesis,
I
willtry
to
explainmany
aspectsof three-D computergraphics,
whichincludes
describing
such elements as
lighting,
reflection,
shadow,
texture,
and atmosphere effect.
I
amhoping
that
I
can open a1
NBC logowas made
by leading
designersHarry
Marks andDale Herigstad using Mac-Based StrataVision 3dsoftware. The
Chip
& Pepper was
distinguishing
by
using IBM PCclonesanddoor
to the
examination of3D
graphicsthat
willbe inde
pendent of
algorithms, technical
terms,
andhardware
execution.A
MacroMind
Director
interactive
movie,
entitled3D alchemy,
was createdto
visualizethe
elementsthat
I
have
mentioned.Besides
being
createdfor
the Master
ofFine Arts
show, this
pieceis intended
to
be
usedas aThe
questfor
realismin
computer graphicshas
had
anexciting history. We have
seen an evolutionfrom
crude pictures made on expensive research machines
to
compelling images
made ondesktop
computers.It
has
been
afun
andrewarding
twenty
years.Back in
the
early
days
of computer graphics scientists were
happy
to
getany
pictures at all.The
objectshad
jagged
edges andlooked like
they
were made outof
plastic,
but
afew
people werefull
ofideas
that
could makethem
look better. Their
new goal wasto
makethe
images
look
realistic.Most
ofthe
early developments
of3D
computergraphics were at
the
University
ofUtah,
whereIvan
Sutherland
started a remarkable computer graphics program
that
attracted peoplefrom
all overthe
country.University
ofUtah
alsohad
a notableimage
processing
group
led
by
Tom
Stockham.
The
first
majortask
wasto
develop
algorithmsfor
determining
what was visiblein
ascene,
whichled
to the
famous
paperanalyzing
hidden-surface
algorithmsby
Ivan Sutherland [SUTH
74],
Bob Sproull [SPRO
68],
andBob
Schumacher
[SCHU
69].
Their
ralgorithm sparedthe
computerpowerby disregarding
the
part of scene which can notbe
seenfrom
the
viewer.Edwin
Catmull [CATM
74]
contributedto
the
development
ofthe
Z buffer. Z buffer is
an algorithmwhich stores
z-coordinates, the
depth,
to
sortthe
layer
ofpolygons
from
the
eye point of view.those
3D
frontiers.
Henri
Gouraud [GOUR
71]
discov
ered
that
he
couldsubstantially
reducethe
faceted
appearance of objects
by linearly interpolating
the
values atthe
vertices ofthe
polygons.Bui T
Phong
[PHON
73]
took
it
astep further
by interpolating
the
surface normalsto
get a smoother appearance as well ashighlights. The
surface normal
is
avector perpendicularto the
surface andis
usedto
determine
the
visibility
andilluminance
ofthe
surface.The
shading
technique
by
interpolating
the
surface normals soonbecame
broadly
used andknown
as
Phong
shading
algorithm.Edwin Catmull
made a contribution
by developing
texture
mapping
which mapsimages
ontothe
surface of objects and givesthe
surfaces
realisticlooking. Jim Blinn [BLIN
76]
went onto
extendtexture
mapping
to
include
perturbation of surfacenormals,
producing
stunning
pictures of oranges and strawberries.They
had
reachedthe
point wherethe
cal culations requiredto
shadebecame
greaterthan those
requiredto
determine
visibility.By
the
early
80's
realismfever began
to
catchhold. Turner
Whitted
[WHIT
79]
maderay
tracing
popular andthus
started a cavalcade of advancesin ray
tracing.
Ray
tracing
is
arendering
algorithm which shows asuperior
level
of surfacedetail
(
seeChapter "Termino
logy"for
moreinformation.)
At
first
the
picturestook
extraordinarily
long
to
produce sometimesdays. But
(
Special Interest
Group
onComputer Graphics
)
became
a phenomenon.Each
yearthe
proceedingshad
some great new pictures:
fractals,
plants, radiosity, cloth,
and so on.Every
time
someone made a newdiscovery
it
would
be
shownto colleagues,
resulting
in
raves andapplause,
andcausing
othersto
redoubletheir
effortsto
do
evenbetter.
In 1979
Alvy Ray
Smith [SMIT
79]
andEdwin
Catmull had
joined
Lucasfilm
to
startthe
Computer
Division,
whichlater
became
Pixar.
Some
ofthe
best
people
from
the
aboveinstitutions
gatheredto
try
to
makeimages
so realisticthat
they
couldbe
usedin
live-action
motion pictures.Tom Porter [PORT
79]
spreadthe
researchinto
animation.Rob Cook [COOK
82]
gen eralizedshading formulas
to
"shade trees",
Pat
Hanrahan [HANR
85]
put allthe
lighting,
Ray
tracing
and motionblur
effectsinto
a compactinterface
namedTM
RenderMan
whichhas
been
and stillis
one ofthe
most powerful applicationsto
producethe
truly
photo-realistic3D images.
From
then on,
many stunning
effectshave been
used
in
motion pictures:The
Abyss, 1986,
Beauty
andthe
Beast, 1991,
Terminator
2, 1991,
Batman
Returns,
1992
andthe
coming
Super
Mario
Brothers,
to
namejust
a
few. When
the
Tin
Toy,
1
987,
receivedthe
Academy
computer scientists were
honored
by
the
Academy
ofMotion
Picture
Arts &
Sciences
in
early
May
ofthis
year(1993)
for
their
participationin
the
development
of TMPixar's RenderMan
software.Edwin
Catmull,
Rob
Cook,
Loren
Carpenter,
Anthony
Apodaca [APOD
90],
Pat
Hanrahan,
Darwyn
Peachey
[PEAC
87]
andTom
Porter
werethe
sevenkey
members ofcreating
the
powerful
rendering
tool.
The
questfor better
pictures willcontinue,
ofcourse,
but
wehave
reached a new era.With
the
improvements
ofhardware
andthe
invention
of newalgorithms, 3D
computergraphics,
now,
raisesits
posi tionto
oneofthe
mostinfluential
art media.In
addition,
Concepts
last longer
than techniques.
New
tech
nology is invented continuously
yearby
year.New
tech
niquesyesterday
nolonger
remain advancedtoday,
but
the
basic
conceptsbehind
technology
have
remainedsimilar.
These
concepts are stillgoing
to
be
usedin
newtechnical-generation
productiontomorrow.
With
this
spirit
in
mind,
I hope
that
my
explanation ofthe 3D
geometry
provided
here
willbe
more useful years afterwhenthe
software programs usedin
this
projecthave become
outdated. The
main purpose ofthis
section(
alsothe
mainpurpose of
my
projectmovie) is
to
explainthe
basic
3D
phenomenonin terms
of real-world observation and computer simulation.The
following
paragraphs explainthe technical terms
aswell asthe
image-creating
procedures from
building
models,
setting
the
lights,
giving
the
modelsappearance,
generating
the
picturesto
producing
the
animation.3.1
MODELING
Almost
all3D
programs offereasy
accessto
avariety
of primitive shapes.Spheres,
cylinders, cones,
and cubes can
be
used asassembling
blocks.
Some
high-end
programs provide methodsto
createmore-complex objects such as
stretching
a skin surface over aseries of
2D cross-sections,
supporting Spline-Base
Modeling1,
orimporting
EPS
files from Adobe
Illustrator
1
or
Aldus
Freehand
to
create smooth curved surfaces.Beyond
these
functions,
afew
modelershave
vertex-level
editing
capabilitiesto
adjust a single vertex on an object which offersthe
maximum control over an object's shape.Cross-Sectional
Modeling
allows youto
apply
across-sectional, 2D
outlineto
an outline ofthe
top
and sides of an objectto
create a3D
shape.Extrude is
the
process of "pushing
" an objectthrough
a mold ortemplate to
define
a surfacealong its
longitudinal
(
depth
)
axis.Lathing
createssymmetrical, 3D
objectsby
revolving
2D
templates
or profiles around adesignated
axis.Lathing
an object rotatesthe 2D
object's outline around adefined
axis.You
canspecifying
the
number ofdegrees in
the
sweep
(
360
degrees is
a completesweep
around an axisSweeping
provides away
to
create custom3D
objectsby
specifying
a pathalong
whichto
extrude a profile.
Sweeping
is
similarto
standardextrusion,
exceptthat
you can create more complex shapesthat twist
andbend
instead
ofextending
directly
from
an outline.model aircraft
bodies
andhuman
figures. You
can skin apath,
such as aspline,
or closedshapes,
such as polygons.Spline
curve objects also providesdirection
pointsthat
allow you
to
adjustthe tension
onBezier
curves.You
cantighten
orloosen
a curve segmentby
dragging
one ofthese
direction
points.Vertex-level
editing
allows youto
select and reposition asingle point on a
3D
object.To adjust a single point on anobject,
youdrag
the
vertices ofthe
mesh polygons.Vertex-level
editing
gives you maximum control over an object's shape.3.2
LIGHTING
Lighting
in
a natural environmentis
a complexinter
play
oflight,
shadow,
and reflection.In
computergraphics,
lighting
is
a mathematical process ofproviding
the
rendering
application with adescription
ofallthe
lighting
sourcesin
the
scene.This includes
the
type
oflights,
their color,
intensity,
andthe
direction
they
are pointing.An
ambientlight
is
a non-directionallight
that
brings
up
the
generallight level
everywherein
the
scene.The
total
surface ofevery
objectin
the
sceneis
affectedby
the
ambientlight.
Distant
is
the
key
wordfor
this
lighting
effect.Any
object surfacefacing
the
direction
that the
distant
light is
pointing
is
illuminated
by
it.
Distant
light
always
lights
an object withthe
sameintensity,
regardless ofthe
object's position ordistance
from
the
light.
Point lioht is
aball
oflight
that
radiateslight
equally
in
alldirections
like
alight
bulb. This light illuminates
any
object surfacesthat
face
towards
it.
Spot
light is
aball
oflight
that
is
focused
into
alimited
cone,
asif
you applied shuttersto
a pointlight.
While
computerlighting
mathematically
mimicsthe
physics oflight,
it lacks
some ofthe
usual properties oflighting
in
the
physical world.In the
world of3D
com putergraphics,
light
is
notblocked
by
opaque objectsbut
shines rightthrough
objects.If
you want alight
castshadow,
youhave
to
assign alight
or an object"Creating
shadows."And
shadows are calculatedduring
the
rendering
process.3.3
SURFACE
TEXTURE
Textures
are appliedto
objectsto
define
their
appearance when rendered.
Texture
mapping
applies ansurface of a
3D
object.The mapping
type
you usedepends
onthe
shape ofthe
object you are rendering:Planar
mapping
takes the
image
to
be
mapped andessentially
"pushes"
the
image
through the
object.
This
produces animage map
whichis
relatively
notdistorted
atthe
front
ofthe object,
"smeared"
along
the
edges and notdistorted,
yetreversed on
the back.
Cubic
mappingis very
similarto
planarexceptthat
it
uses six planar maps.
Each map is
perpendicularto the
nextin
the
shape of acube.Each
sideis
acomplete representation of
the
surface map.No
pattern
matching is
maintained atthe
object'sedges.
Cylindrical
mapping wraps animage
aroundthe
objectmuch
like
a rolledup
sheet of paper.The image
meets at avertical seam at
the
back
ofthe
objectif
the horizontal
coverageis
setto 100%. Whether
the
image
reachesthe
top
orbottom
ofthe
objectis dependent
onthe
vertical scale ofthe
image.
Spherical
mapping providesfull
coverage ofthe
objectregardless of
its
size or shape.The
image
is
wrapped around
the
object untilit
meets at a vertical seam at
the
back reaching from
the
top
ofthe
3.4
SURFACE
PROPERTY
Three-dimensional
computerrendering
deals
notonly
withthe texture
ofsurfaces,
but
also withthe
prop
erties of
their
surfaces andhow
those
surfacesinteract
with
lights.
Surface
propertiesinclude
suchthings
ascolor, gloss, reflectivity,
transparency,
smoothness,
andthe
other propertiesthat
determine how
a surfaceresponds
to the
light
falling
onit.
When light
reaches asurface,
it
is
partially
absorbed,
partially
reflectedand, sometimes,
partially
transmitted.
The
surfaceusually imparts
a colordiffer
ent
from
the
arriving light
by
absorbing
certain wavelengths
morethan
others.Calculating
the
direction
andcolorof
the
outgoing light is
a complex problemin
geometrical
optics,
but it
canbe
simplifiedby
somefairly
faithful
approximations.Light may be
reflectedin
different
ways.Two
simple cases represent oppositeextremes.
A
mirrorreflection
leaves
the
surfacein
onedirection called,
appropriately
enough, the
mirrordirection.
Mirror
reflections
areonly
visiblefrom
viewpointslying
in
the
mirrordirection;
this
specificity
providesthe
coherence ofobjects seen
in
a mirror.A
diffuse
reflection,
onthe
otherhand,
scatterslight from
the
pointstruck,
making
the
surface appearequally bright
from
allviewpoints.Most
surfaceshave
reflec-tion
but
are graded somewherein between. A
reflectionconcentrated near
but
not confinedto the
mirrordirection
is
termed
a specularreflection,
orhighlight. A
specularreflection
is brightest
when seenfrom
viewpointsalong
ornearthe
mirrordirection,
andbecomes
muchdimmer
away from
that
direction.
If
an objectis
partially
transparent,
then
part ofthe
light
passesthrough
it,
perhaps with a slight refraction,
or change ofdirection.
All
those terms
are surface properties.The details
are explained
below:
3.4.1
REFLECTION
MODES
All
surfaces reflectlight,
otherwise wewouldn'tbe
able
to
seethem.
There
are several reflection phenome nahappening
to
an object atthe
sametime
when weseeit.
Diffuse
reflectionis
the
phenomenonin
whichlight hits
an object and
is uniformly
scattered sothat
the
whole objectis illuminated
equally.The
rough surfaces found
oncarpets,
mosttextiles
and papersresult
in
any
incident
light
being
reflectedin
alldirections.
Such
reflectionis
termed
diffuse.
Diffuse
reflection parameter controlsthe
amountSpecular
reflectionis
producedby
a smooth or polishedsurface.
Specular
reflection parameter controlthe
brightness
in
the
highlight
area only.Higher
valuesproduce
brighter highlights. Specular
brightness
also varies with
the
angle ofthe
light,
the object,
and
the
cameraview.Specular
reflectioninteracts
closely
withthe
Roughness
setting,
which regulates
the
size ofhighlights. For
moreinformation
about
Roughness,
see "Roughness"later in this
Chapter.
Ambient
reflection simulatesthe level
of constantlight
thought to
exist as a result of multiple reflection.It
has
no source.It
representsthe
light
energy
arriving from
alldirections. Ambient
reflectionparameterregulates
how
much ambientlight
in
the
scene willbe
acceptedby
an object.3.4.2
Reflectivity
controlshow
much an object reflectsadjacent objects.
At its
shiniest,
whenthe
intensity
ofthe
reflected
light
is
nearly
that
ofthe
incident light
andwhere
the
light
being
emittedhas
nodiffuse
component,
the
surfacefunctions
like
a mirror.
3.4.3-The higher
the
transparency
value, the
moreyoucan see
through
an object.The
moretransparent the
surface, the
morelight
showsfrom behind
it,
andthe
lower
the
diffuse
and specular contributionsfrom
the
surface. Note
that
atransparent
object can stillhave
color,
such as a green sunglasses.
This
meansthe
color ofthe
surfaceis determined
by
diffuse
reflection.TRANSPARENCY
3.4.4
When
atransparent
surfaceis
modeled, the
inten
sity
ofthe
light from its
surfaceis
modifiedto
include
additional
light behind it. Light passing
through
a surfaceis
calledtransmitted
or refractedlight. Refraction
takes
place on
the
surfaces of an object.Index
ofRefraction
controls
to
what extentthe
light
willbe bent
asit
passes through an object.A
crystalball,
for
instance,
is
transparent
but bends
the
light
that
passesthrough
it. At
sealevel,
airhas
a refractionindex
of1.0000.
Surfaces
heav
ier
than
airhave
ahigher index
number.REFRACTION
3.4.5
The
roughness of a surface refersto
how
light
is
scattered when reflected.
Roughness
controlsthe
size and sharpness ofthe
highlight.
If
an objectis
smooth,
its
highlight
is
small andsharply defined.
If
the
surfaceis
rough, the
highlight
is
morediffused
andhas
a softeredge.
Shininess
is
conveyed moreby
the
size of anobject's
highlight
(Roughness
setting)
than
by
the
intensi
ty
ofits
highlight (Specular
setting).A
shiny
materiallike
metal appearsvery
unmirrorlikeif its
surface
is
roughenedto
a mattefinish.
3.4.6
While
atexture
map
appliesthe
picturefrom
asource
file
to the
object'ssurface,
abump
map
usesonly
the
contrast values ofthe
sourcefile
to
createthe
illusion
of a
bumpy
surface.A
gray-scalebump
map lets
youinstantly
alterthe
surface appearance of an object without
remodeling
the
object's geometry.The
object's surface
appearsto
protrude wherethe
sourceimage is light
and recede where
the
sourceimage is dark, if
you needto
create a photorealisticimage
of anorange,
you'dbe
hard
putto
create a3D
modelthat
included
allthe
dim
ples.
An
easier approachis
to
apply
abump
map
to
asphere; the
bump
texture
employsthe
variationin light
and shadow
to
createthe
impression
that there
arehun
dreds
oflittle
dimples
on whatis
actually
a plain oldsphere.
3.4.7-ENVIRONMENT
MAPPING
Environment mapping
mimicsthe
reflections ofthe
surrounding
scene onthe
surface ofthe
object.You
can visualize a environment
map
asthe
sourceimage
projected ontothe
in
side of alarge
sphere.The
sphereis
not an actual objectin
the
modelbut does interact
withobjects.
The
object's surface reflectsthe
image from
the
sphere.
The
portion reflecteddepends
upon wherethe
object
is in
the scene,
and what partofthe
object's surface
is
visiblefrom
the
current camera view.Shiny
objectswill
convey
more ofthe
environmentin
their
surfaces
than
adull
objects.Transparent
objects willtrans
mitthe
environmentbehind
them.
Round
objects willshow more variations
in
lighting
andhighlights
thanflat
planes
3.4.8
Some
programs support atmosphericeffects,
suchas
fog
ordepth
cuing.Fog
is
animage
processing
tech
niquethat
lets
youdefine,
from
your point ofview,
how
the
mistbegins
andhow
far it
extendsbefore
obscuring
the
image
entirely.Fog
can add ahigh
degree
ofrealism,
creating,
for
example,
a skyscraperdisappearing
into
clouds.
Depth
cuing
makes objectsin
the
distance
appearnaturally
blurred. Their
effects areusually
more profoundthe
greaterthe
distance
between
viewer and object.ATMOSPHERIC
3.5
RENDERING
Various modeling
strategiesfor
the
shape ofobjects
have
been
already described
in
this
Chapter,
but
no physical attributes
have
been
assignedto these
objects such as
color, roughness,
transparency
orbump
mapping.
The rendering
process which createsthe
final
colored
image
requiresboth
geometry
and surfaceprop
erties
to
performthis task.
In
orderto
seesomething
it
must eitherbe
self-illuminous,
such asTV
screen,
orbe
illuminated
by
somelight
source.Therefore,
computer systems must calculate
avariety
ofdifferent
types
oflight
sources and reflection modes.
To
develop
a coloredimage
the
computer needsto
know
the
color ofevery
object,
how its
surfaces reflectlight
andthe
nature ofthe
illuminating
light
sources.During
the
processthe
relative positions of objects mustbe
preserved,
and surfacesinvisible
to the
observermust not appear
in
the
final
scene.All
these
processesare
termed
"rendering".
Overall,
rendering
is
quite atime-consuming
and complexprocedure,
whichis
why
considerable research work
has been
undertakenin
this
area.3.5.1
RAY
TRACING
Ray
tracing
is
a sophisticatedrendering
technique
works
by
shooting
imaginary
"rays"atthe
modelsthrough
every
single pixelin
the
view window ofthe
scene
being
traced.
All
surfacecolors, maps, properties,
or effects
that
gavebeen
appliedto this
object are usedtogether to
determine
the
final
appearance ofthe
eachindividual
pixel.The
Ray
tracing
algorithmtraces
all rays oflight
striking
a specific camera positionbackward
through the
model
to their source,
known
as"Backward
Ray
Tracing."
Starting
from
the
viewing
position,
eachray
passing
through
a pixelin
the
planeis
traced
backward
to
a surfacein
the
model.The ray is
then
reflectedback
ward
from
this
surfaceto
determine
whetherit
camefrom
another surface until
the
ray
either ends at alight
sourceor passes out of
the
scene.If
the
light ray
comesfrom
asurface, the
rendererthen
calculates wherethe
light
that
reflected off
the
surface originated.In
somemodels,
it is
possible
to trace
light
raysthrough
multiple reflectionsuntil
finding
the
source.3.5.2
RAYDIOSITY
Raydiosity3
is
only
supportedby
StrataVision. It
is
a
very
expensiverendering
methodin
terms
ofthe
number
of calculations required.The
effects oflighting
and3
The spellingvariationfromtheacceptedtermof
"radiosity"
is
intentional.
Radiosity
isa proprietaryalgorithmdeveloped atCornell
University;
Strata has implemented itsownversion ofthisreflection
in
realistic scenes arevery
complicated andsubtle.
Indirect
lighting
is
particularly difficult
to
model.Effects like
bleeding
colorsfrom
onebrightly
lit
objectonto
the
surface of anotheris
called"inter-object
diffuse
illumination."
Essentially,
eachtime
aray
oflight
reflectsfrom
asurface, the
Raydiosity
algorithm generates acone of rays
from
the
point of reflectionto
gather asmuch
information
as possible aboutthe
light
directly
andindirectly influencing
the
surface atthis
point.Each
ofthe
rays
in
the
secondary
cone can reflect off another surface
and generate athird-level
cone ofrays,
andthe
actual number of rays
traced
in
a complex scene caneasily
exceedthe
one million mark.Unlike
Ray
tracing,
which worksbest
for
highly
reflective
scenes,
Raydiosity
takes
into
accountthe
dis
tribution
oflight
energy
throughout the
scene.It is best
suited
for images
containing mostly
matte surfaces andindirect lighting.
Raydiosity
also supports smooth edgeson shadows
from
spot and pointlight
sources,
The
pattern
ofsmoothing
on shadowsis
tied to the
shape ofthe
light
sources'icons.
3.6
ANIMATION
Animation,
taking
advantage of persistence ofvision,
is
the
creation ofthe
illusion
of movementby
rapidly
displaying
a series ofimages
in
various stages ofreferred
to
as aframe. Most
programs offerkey-frame
animation.
In
akeyframe
system,
you set akeyframe,
move your
objects,
set anotherkeyframe,
and so on.The
program
looks
at each successivekeyframe,
calculatesthe
intermediate
positionfor
the
objects andfills
in
those
4.1
CONCEPT
As
previously
stated, the
purpose ofthis thesis
is
to
comparefour
3D
programs:StrataVision
3d,
MacroMind
3D,
Infini-D,
andRay
Dream Designer.
The
comparisons are
based
onthe
capability
ofcreating
photorealistic 3D
images
in
each program.I have
exploredthe
maximum capabilities of each program sothat the
comparisonscould
be based
ontheir
best
performances.That
will makethe
comparisons more credible.My
goalisn't
just
to
make photorealisticpictures;
it
is
alsoto
makeinstructions
and processesfor
otherdesigners
to
use as a reference andtool,
sothat
they
can create pictures
for
their
own uses.Through
comparing
3D
effects such asreflection,
transparency,
shadow,
and atmosphere
effect,
a reference guideis
included
for
those
people whodo
nothave
the
patiencestanding
in
front
ofthe
screento
waitfor
the
renderedimage.
Hopefully
this
guide willbe
easy
enoughfor
peoplewhose
interests have been
spoiledby
the
numerousparameters and algorithms.
May
it
rebuildtheir
confidence
and re-enterthem
into
the 3D
world.4.2
METHODOLOGY
The
programsthat
I
useto
compare arelisted below:
StrataVision
3d
version2.5
Infini-D
version2.0
Ray
Dream Design
version2.0
The
systemthat
I
usedis Macintosh IIFX
with32
Mb,
running
undersystem7.0.1
.For the
benefit
ofkeeping
the
whole project consistent, I tried to
create one single scenecontaining
objects with
different
propertiesat onetime: reflection,
transparency,
bump,
roughness,
and so on.I
cantake
one section
to
demonstrate
one single concept andtake
another corner
to
demonstrate
another concept.The
second
benefit is
that
users notonly
can seethe
singleeffect
but
alsothe
interactive
relationbetween the
objectand
its
surroundings.Sometimes
it's very important
to
observe
the
interaction
ofsurroundings,
particularly
when
the
demonstrated
examplesarethe
reflectioneffect or environment mapping.
In
this project,
whenlooking
atthe
examplesfrom
the
close-up
window, usersalso
have
the
optionto
viewthe
whole scene and notto
worry
aboutseeing
the
woodsfor
the trees.
Since
this
projectis
comparethe
capability
of creating
3D images
among
four
programs, the
renderedimages
shouldbe
explained as well as examined.This
is
about a search
in
terms
ofthe
cause-result relationship.the
methodology.I
have
controlled all otherfactors
in
the
experiment except
the
variablethat
I
wantedto
test,
sothat
nofactor
would affectthe
resultbut
the
real cause.In
this
project, the
rendering function
of each program wasthe
cause and
the
rendered results were whatI
wantedto
discover. Other
factors,
like
modeling,
lighting,
viewing
point,
have
been
controlled atthe
same situationto
make
the
comparisonsfair
to
every
program:Using
the
same modelsAll
the
models werebuilt in MacroMind Model.
Then
they
weretransferred to
DXF(
Drawing
exchange
Format)
files
to
import
to
each program. "Models" means all objects
but lights
andcamera.
Using
the
sametextures
and picturesI
usedthe
built-in
textures
offeredby
each program ,
i.e.
woodtexture;
if
allfour
programshave
that
function.
If
any
of themdoes
nothave
that
function,
the
same picture was usedto
do
the tex
ture
mapping
job in four
programs.Using
the
samelights
All
the
light
intensity
andlight
color were setto the
samevalues.
Using
the
similarcamera settingsThe
positionsbetween
all objects stayedthe
terms
ofthe
viewing
point.That
is
because
ofthe
difference
in
camerasetting
function between
programs.
The
only
difference is
the
rendering
function
offeredby
different
programsIf
Ray
tracing
modeis
offeredby
that program,
it
is
the
first
choice;
otherwisePhong
shading
wasused.
After the
criteria whereestablished,
I
created a scenelike
this:To
the lower
left
spreadsamap,
whichis
weigheddown
by
a pair of glasses.Above
the
map is
a rattanbasket
holding
three
Sunkist
oranges and onelime. A
gold watch
lies
beneath the
shade ofthe
basket
and agreen glass
bottle,
ofwhich coloris
cast onthe
watchdial.
The
body
ofthe
glass reflectsthe twisted
images
ofthe watch, the
basket
withfruit,
aslip
ofmap,
andtwo
pens,
whichlie in
the
lower
right comer ofthe
picture.With
the
origin oflight coming from
ahigher
frontal angle, the
basket
andthe
glasses are seen withclear-edged shadows.
Farther
seenin
the
darker
areain
the back
is
aframed
picture.The
sceneis
arrangedin
this
way
sothat
it
can4.3
PRESENTATION
A MacroMind Director interactive
movie was usedto
presentthe
results ofmy
work.The
colordepth
ofthe
movie was set
to 24
bit in
orderto
display
the
details
ofthe
rendered pictures asclearly
as possible.Unfortunately,
the
million-colorssetting
makesthe
size offiles
extremely large. In
additionto the
problem oflarge
files,
it is impossible
to
import
all rendered pictureinto
one
interactive movie,
because MacroMind
Director
willnot save
any files
bigger than 16
Mb.
So
I
created severalQuickTime
movies, each containing
a numberofindividual
rendered pictures.These
QuickTime
movies canbe imported
to MacroMind
Director
(
version3.1
)
as cast members and will notbe
counted as
the
components ofMacroMind
Director itself.
As
aresult, the
QuickTime
Movies,
which contained all24-bit
color pictures, were partofthe
applicationbut did
not
occupy any
MacroMind Director
memory.It helped
to
keep
the
size ofthe interactive
moviein
a reasonablerange without
sacrificing
the
quality
ofthe images.
The
screendesign
(
seePlate H
)
surrounding
the
rendered
images
was createdrealistically
to
matchthe
quality
ofthe
rendered pictures.On
the
left
end ofthe
screen,
there
is
a verticalstrip
whereI
placedthe
globalcontrol panel.
The
title
onthe
top
ofthe
screenlabels
the
main concept of
this chapter,
accompaniedby
a smallthe
screen, I
placedthe
mostimportant
information
aboutthe
displayed
concept orthe
magnified view ofthe
small picturein
the
right corner.There
are17
chaptersin
the
wholemovie,
sequentially from
building
modelsto the
discussions
about
the
shortcomings of each3D
program.Users
can usethis
application as astep-by-step
tutorialto
build
3D
scenes,
or as an encyclopediato
look for
specific effects.All
the
buttons
and navigation methods aredesigned
to
suittwo purposes,
browsing
through
every
chapterin
order as well as
accessing any
particular chapterfrom
any
where elsein the
movie.4.4
RESULT
The
result of comparisonis
somehowfrustrating.
Don't
be
surprisedif
the
following
pages arefull
ofdis
cussions of errors and shortcomings of all
four
programs.This
is
simply
because
all3D
programs are products of compromise a compromisebetween
speed and effect.To
shortenrendering
time,
the
programshave
to
make algorithm and calculation(like sorting
Z
coordinates)
as simple as possible.When
certain speciallight
ing
ormodeling
situationsdisable
the
simple algorithmto
handle
the
complexeffect,
disaster happens.
So,
in
this
report,
I include
allthe
errors of each programthrough
trapped
in
the
problem-solving
process,
other userscould use
my
report as reference and achievetheir
desired
effects,
faster,
from
alternate methods or evenfrom
other programs.4.4.1
DATA INTERCHANGE
The
first
problemthat
I
encountered washow
to
interchange
3D
data. I built
up the
whole scenein
MacroModel,
then I
exportedit
as aDXF
file. I
thought
that DXF
format is
onethe
mostbroadly
acceptedfor
mats
to
transfer3D
data among different
programs.But it
did
not work well allthe time.
I had
to
search otherinter
change
formats
asalternatives.Here
are some examples:
DXF:
The
DXF
(Drawing
exchangeFormat)
standard is
promulgatedby
AutoDesk, Inc.,
the
makers ofAutoCAD. Although
it
wasoriginally designed
to
getdata in
and out ofAutoCAD,
the
DXF
format
is
now usedby
awidevariety
of programs.DXF
files
aretext
files.
One
ofthe
main strengths oftext
file
format,
also ofDXF
format,
is
thatit
canbe
translatedamong different
platforms.
The
DXF
files in
IBM
PC
arevery
similarto the
ones
in Macintosh.
3DGF
:The
3DGF
(3D
Geometry
Format)
is
apublicly
accessible standardfor
the
interchange
of3D
data developed
by
MacroModel,
Inc.
It describes
objectsany
measurement units.That
is,
the
proportionsamong
objects are relative.
However,
3DGF
files may carry
colorinformation. So it
canbe
expectedto
lead
to
wideracceptance.
Swivel
3D:
Actually
Swivel
3D
is
not aninter
change
file format. Since Swivel
has been
one ofthe
most popular
3D
modeling
programsfor
years,
it is
nowwidely
acceptedby
many
programs as an exchangefor
mat.
All four
rendering
programs usedin
this
project canimport files from Swivel
3D
Professional
1.5.
The
nextstep
waslooking
for
programs which cantranslate
oneformat
into
others.CADMOVER,
from
Kandu
Software
Corporations,
is
the
mostfrequently
used application
to
do
this job.
It
offers afull
array
ofinterchanging
data
among
DXF, 3DGF,
Swivel
3D,
andother
formats.
The
translating
programthat
I
usedis
ModelMover,
a compactversion ofCADMOVER.
It
was aterrible
experienceto translate 3D
data.
Why?
First,
it
was time-consuming.It
took
hours
to trans
late
DXF to
3DGF,
not muchfaster
than
rendering
the
whole scene.
Next,
it
only
had 50%
chanceto
make a successful translation;
and morethan
half
ofthe cases,
it
crashed.
The
success percentage waslower
whenI
had
more objects
overlapping
with one another.Even
though
I successfully
translated
oneformat
would work right
in
certainprograms,
eventhough that
program
declared
itself 100%
compatible withthe
newformat
in
the
menu.For
example,
Ray
Dream does
notinterpret
DXF
concisely.
It
transfers
extruded objectsinto
pieces.Instead
of shown as a completebody,
aPepsi
can,
for
instance,
willbe
transferred
into
three
pieces: atop
cap,
a
bottom
end,
and a cylinder withoutthese two
caps.I
tried to transfer
objectsseparately into
Ray
Dream
to
solvethat
problem.But
Ray
Dream
gave memore
difficulty. The
relative proportionsamong
objectswere gone.
Let's
take
anotherexample:there
was anorange
in
the room; the
orange andthe
room weretransferred
into
Ray
Dream
atdifferent
times.
The
orange would
be
asbig
asthe
room.MacroMind
3D
alsohad
trouble
importing
DXF
and
Swivel
3d
files.
When
models wereimported
from
Swivel,
MacroMind
miscalculatedthe
highlight
spots.When
objectsbeing
imported
wereDXF
files,
MacroMind
drew the
inside
part ofthe
objectsinstead
ofthe
outside.Then
I had
to turn the
shapeinside
outto
reverseits
orientation.
MacroMind
3D
explainsthis
phenomenonis
"due
to
aninconsistency
between
the
coordinate systems
used".StrataVision
also could not completethe
importing
process,
if
the DXF
files
weretoo
big.
formats. There lacked
a common groundto
freely
exchange
the
data
among
several3D
programs.Hopefully,
every
programis working
to
expandits import
ing
compatibility,
thus the
problem mentioned abovewillbe
eliminatedin
the
nearfuture.
4.4.2
INDIVIDUAL INSPECTION
Even
though
making
photorealistic picturesis
notthe
only
purpose ofthis project, the
evaluation willbased
on
the
inspections
ofthe
pictures renderedby
each program.
All
the
methods arerepeatedly
tested
in
orderto
search
for
the
maximumcapability
ofthe
certain program.
This
should provide astrong
common groundfor
the
comparison.You
willknow
what you seeis
the
best
result you can expect
from
that
program.All
the
renderedresults are
carefully
examinedto
searchfor
the
causality.For
my
judgments,
andultimately my
comparisons,
to
be
objective,
I
used originalimages
that
are notrefined
by
any
otherretouching
programs,
i.e.
Photoshop.
StrataVision
3d
StrataVision 3d
is,
among
the
four,
the
most powerful program
to
create stillimages. With
its
full array
ofpro-grams
in
almostevery
aspect.Its
environmentmap
option makesshiny
objectsin
scenes reflecttheir
surroundings.The
fog
control creates
the
illusion
of adense
atmosphere;
objectsin
the
background
appearto
be
gradually
envelopedby
mist.The
color anddensity
offog
are adjustable.Be it
bump,
refraction,
ortransparency,
Strata
performs with excellentresults.
The
Ray
tracing
capability
creates realisticimages
with
incredibly
detailed
reflection and realistic shadow.Its
rendering
time,
traditionally
slow,
has
improved.
Another
render
feature,
radiosity,
which performsthe
realisticlook
unavailable
in
otherprograms,
is
the
best
render modeon
the
market.Some flaws do
appear,
though,
in its
animationfunction. When I
rotated a camerain
acircle,
I
set several
keyframes
at90
degrees from
each other andlet
Strata
generatethe in-between
frames. Strata
willchange
the latitude
ofthe camera,
giving
the
appearancethat
the
camerais
floating
up
anddown.
Another
erroroccurs when
the
camera rotates acrossthe
point at12
o'clock,
the
picturetilts.After
passing
that point, the
camera movement comes
back
to
normal,(both
errorshave
MacroMind
3D
MacroMind
3D
is
aPhong-shading
program,
which
does
nothave
aRay
tracing
function. This
meansthat
it
does
notautomatically
create reflection on metalor glass surfaces.
To
mimic metal or glassreflection,
areflection
map is
createdto
wrap
aroundthe
object.It's
extremely
difficult
to
mirrorindividual,
detailed
objectsby
this
method.If
there
are quite alot
of metal orhighly
reflective objects
in the scene,
it becomes
atime-con
suming
andclumsy
job
to
renderthe
image.
The
refractionis
also absentbecause
ofthe
lack
of
Ray
tracing
capability.The
bump
mapping
is
outstanding. Its
texture
mapping
falls
shortin
comparison.The
quality
ofthe
mappedtextures
areblurry. This
makesthe
textured
objectslook
out offocus. It
seemslike
they
areat a
distance
whenthey
areactually
pretty
closeto the
viewer.
Shadow is
anothershortcoming.Even though
MacroMind 3D does
support softshadows, the
resultsare
disappointing.
Regardless
ofthe
distance between
the
shadowandits
originalobject, the
program softensthe
transitionfrom illuminated
areato the
shadows.That
gives
the
picture an air-brushed quality.One
thing
worthmentioning
is MacroMind 3D's
excellent control over
the
spotlight.I
caneasily
changethe
angle ofthe
cone orthe
width oftransition
and rolloff.soft edge.
Even
though
it
lacks
the
fog
effect, the
spotlight
control can achievethe
same effect.MacroMind
3D
offersthe
most powerful animationenvironment.
The
program gives users accessto
all animation parameters via a
MacroMind Director-type
ofscore.
Users
can adjustany
parameter ofany
object atany
time.
It is
also ableto
create"object
metamorphosis",
which animatesthe
processin
whichthe
shape ofan object changes over
time.
Bear in
mind.thattwo
models are
to
be
animatedonly
if
they
have
same numberofpoints.
All in all,
MacroMind
3D
is
a powerful animationprogram with excellent control of properties of objects
and good navigation of
lights
and cameras.MacroMind
3D
does
nothave modeling functions.
I have
to
import
modelsfrom
otherprograms.When
objects are
being
imported from
different
programs, dif
ferent
problems occur.This
parthas been
coveredin
the
"Data
interchange" section.Infini-D
Infini-D
is
a close secondto
Strata. Its rendering
quality
is
almost as good asthat
ofStrata. In
the
performance of reflection
effect, the
resultis
evenbetter
that
that
of others.Unlike
Strata
whichkeeps
faceted
objectsin
allrendering
methods,
Infini-D's
Ray
tracing
smoothesthe
surfaces of objects and givesthem
morebeautiful
Infini-D is
fairly
good at refraction.Although
both
Strata
andInfini-D
declare
their
index
of refraction valuescorrelate with real-world
values,
Infini-D's
refractionis
somehow exaggerated.
In
effectslike
shadow,
fog,
andenvironment
map,
Infini-D is
equalto
Strata.
Yet,
its
roughness control
is
poor.Even
whenthe
objectis
set atthe
maximum roughness(called
minimum shininessin
Infini-D),
the
objectis
stilltoo
shiny.I
wouldsay
this
program
particularly
suits scenes withmany shiny
andreflective models.
Bump
mapping
in Infini-D is
executedby
amethod
different
from
Strata's,
which achievesthe
bump
effect
by
using
abumpy
picture(usually
agray
scale pictfile).
Infini-D,
withits
outstanding
proceduralalgorithm,
defines its
bumpy
surfacespurely
by
mathematicalfunc
tions.
This way
saves alot
time
in
rendering.The
antialiasfunction is
the
Achilles heel
ofInfini-D,
which always over-antialiasesthe
picture.The
objectslook
out offocus in
the picture,
even thoughI
setthe
antialiasing
atthe
lowest level.
Also
offeredby
Infini-D is
areasonably
powerfultime
line for
animation control.It is
not asin-depth
asthe
one
in MacroMind
3D,
yetI
still caneasily
manipulatethe
camera
position, the texture
ofobjects,
andthe
intensity
of
light. Metamorphosis is
another powerful animationtool
in
Infini-D,
making
it
possibleto
animatefrom
oneblock
of3-D text to
another.It is very
convenientto
Several
uniqueamazing
sets of special effectsthat
makeInfini-D
the
leading
positionin
some specialperformance.
These include
sine-wave patternsfor
creating rippling
water,
fractal mapping
for
creating
randomlandscape
patterns,
and composite surfacesfor
combining
multipletextures.
Ray
Dream Designer
Ray
Dream is
the
mosttroublesome
ofthe
four.
Fast
rendering
time
andeasy
handling
areits
mainstrengths,
but its
performanceis
extremely
constrainedby
numerousflaws.
First
and mostimportantly,
Ray
Dream's interface
design is
poor.The
display
windowis
quite small.Cameras,
lights
and models arejammed in
avery
crowded
isometric
view.I
can not move or rotate an object precisely.
I
can't even selectthe
objectthat
I
want whenmany
objects gathertogether.
Secondly,
as seenin its
transparent
function,
a100%
transparent objecthas,
strangely
enough,
avery
dense
shadow.Sometimes
the
object surfaceis
filled
with
"noise",
and sometimes not.To
get atrouble-free
picture
depends
onthe
relative anglebetween
the
camera and
the object;
and yourluck
also matters!Another
problem occurs whenbump
mapping is
in
Infini-D,
unlikethe
latter
with wonderfulresults,
Ray
Dream
fails
to
carry
out a realistic appearance.Shadow is
yet another questionable effect.Though it is
possibleto
manipulatehow
soft orhard
the
shadow should
appear, the
results arebizarre. For
instance,
whentwo
objects are adjacentto
eachother,
their
shadows shouldbe
mergedtogether.
But
this
is
nottrue
in
Ray
Dream;
there
is
definitely
a cleavagebetween
two
shadows with no reason.Other flaws
aretiny
but
can notbe ignored.
First,
the
metal reflectionis
alittle
fuzzy,
making
steellook like
aluminum.
Second,
the
reference of refraction valuesis
limited. I
canonly
choosethe
valuefrom
5
preset materials:
air, water,
crystal,
glass anddiamond.
Thirdly,
there
is
no environmentmapping function in
Ray
Dream. To
make a polished object reflect
its
environment,
a physicalsphere
has
to
be
created aroundthe
scene.Due
to
Ray
Dream's
poorinterface
design,
it
is very
difficult
to
adjustthe
environment reflectionto
achievethe
desired
result.All these
flaws,
andthe
lack
offog
and animationfunction,
makeRay
Dream
Designer
alow-level
renderMany
3D
programsignore
some number of significant effects of real-world physics effects
like
bending
due
to
gravity
ofthe
curvature ofthe universe,
diffraction,
fluorescence,
variationsin
the
speed oflight,
quantumeffects,
optical chromaticaberration,
atmosphericscatter,
holography,
etc.They
areignored
because
they
have
comparatively
little impact
onimages. But
their
absencemay become
a mainflaw
in
certain cases.For
example,
if
someone wantsto
create a rainbow or alens
flare
caused
by
the sun,
he has
to
goto
Photoshop
for help.
Even
though
it is
not abad idea
combining
the
image
retouching
programswith3D ones,
sometimesit
canbe
a cruel
job if
youhave hundreds
offrames awaiting
youto
retouchthem.
Some
programs,
such asRenderMan
orElectriclmage Animation
System,
do
offer some specialfilters
to
handle
the
effectslike vaporing
air,
explosionand motion
blur.
Nevertheless,
depending
on2D
retouching
functions
is
not along-term
solutionfor
3D
programs.
There
are other approachestaking
placein
certain
workstations.For
example,
dynamic
animations ofcomplex,
natural-looking
phenomenon such aswaving
flags,
flowing
fountains,
solarflares
onthe
surface ofthe
These
software programs aredifferent fro