This document showcases and describes several popular 3D modeling, animation, and rendering tools, including Autodesk 3ds Max, Cinema 4D, Cheetah 3D, Daz Studio, Maya, and V-Ray. Autodesk 3ds Max is regarded as one of the best tools in the industry for video game development, TV commercials, and architectural visualization. Cinema 4D enables character creation and animation with an easy-to-use physics engine. Cheetah 3D focuses on maximizing processing power on Apple computers. Daz Studio allows manipulation of pre-created figures for 3D animation and illustration. Maya has specialized in high-end computer graphics for 16 years, used for visual effects, animation, and
1. The document discusses various topics related to polygon mesh models, including mesh representation, topology, geometry, smoothing, and normal vector computation.
2. Key definitions include vertices, edges, faces, manifold vs. non-manifold meshes, homeomorphism, and Euler characteristic. Common data structures for mesh topology are also described.
3. Methods for computing mesh normals, estimating curvature on meshes, and repairing/reconstructing geometry are outlined. Questions are posed about mapping spherical meshes and implementing Coons' patch.
This document discusses various algorithms used for computer graphics rendering including scan conversion, line drawing, circle drawing, ellipse drawing, and polygon filling. It describes the Digital Differential Analyzer (DDA) algorithm for line drawing and Bresenham's algorithm as an improvement over DDA. Circle drawing is achieved using the midpoint circle algorithm and ellipse drawing using the midpoint ellipse algorithm. Polygon filling can be done using scan line filling or boundary filling algorithms.
OpenGL® is the only cross-platform graphics API that enables developers of software for PC, workstation, and supercomputing hardware to create high- performance, visually-compelling graphics software applications, in markets such as CAD, content creation, energy, entertainment, game development, manufacturing, medical, and virtual reality.
The document defines and classifies polygons based on the number of sides. It explains that a polygon is a closed plane shape with 3 or more straight sides. Common polygons are then named and defined based on their number of sides, from triangles with 3 sides to dodecagons with 12 sides. Formulas are provided for calculating the sum of interior angles, area of regular polygons, and the sum of exterior angles of any polygon.
This document discusses 3D projections and clipping. It begins by describing parallel and perspective projections. It then covers various types of parallel projections like orthographic, oblique, cavalier and cabinet projections. Next it explains perspective projections and different approaches. The document also discusses window and clipping in 3D, including view volumes, finite view volumes, and 3D clipping algorithms. It provides details on clipping lines, polygons and examples. Finally it outlines the remaining tasks in the viewing pipeline after clipping.
This document showcases and describes several popular 3D modeling, animation, and rendering tools, including Autodesk 3ds Max, Cinema 4D, Cheetah 3D, Daz Studio, Maya, and V-Ray. Autodesk 3ds Max is regarded as one of the best tools in the industry for video game development, TV commercials, and architectural visualization. Cinema 4D enables character creation and animation with an easy-to-use physics engine. Cheetah 3D focuses on maximizing processing power on Apple computers. Daz Studio allows manipulation of pre-created figures for 3D animation and illustration. Maya has specialized in high-end computer graphics for 16 years, used for visual effects, animation, and
1. The document discusses various topics related to polygon mesh models, including mesh representation, topology, geometry, smoothing, and normal vector computation.
2. Key definitions include vertices, edges, faces, manifold vs. non-manifold meshes, homeomorphism, and Euler characteristic. Common data structures for mesh topology are also described.
3. Methods for computing mesh normals, estimating curvature on meshes, and repairing/reconstructing geometry are outlined. Questions are posed about mapping spherical meshes and implementing Coons' patch.
This document discusses various algorithms used for computer graphics rendering including scan conversion, line drawing, circle drawing, ellipse drawing, and polygon filling. It describes the Digital Differential Analyzer (DDA) algorithm for line drawing and Bresenham's algorithm as an improvement over DDA. Circle drawing is achieved using the midpoint circle algorithm and ellipse drawing using the midpoint ellipse algorithm. Polygon filling can be done using scan line filling or boundary filling algorithms.
OpenGL® is the only cross-platform graphics API that enables developers of software for PC, workstation, and supercomputing hardware to create high- performance, visually-compelling graphics software applications, in markets such as CAD, content creation, energy, entertainment, game development, manufacturing, medical, and virtual reality.
The document defines and classifies polygons based on the number of sides. It explains that a polygon is a closed plane shape with 3 or more straight sides. Common polygons are then named and defined based on their number of sides, from triangles with 3 sides to dodecagons with 12 sides. Formulas are provided for calculating the sum of interior angles, area of regular polygons, and the sum of exterior angles of any polygon.
This document discusses 3D projections and clipping. It begins by describing parallel and perspective projections. It then covers various types of parallel projections like orthographic, oblique, cavalier and cabinet projections. Next it explains perspective projections and different approaches. The document also discusses window and clipping in 3D, including view volumes, finite view volumes, and 3D clipping algorithms. It provides details on clipping lines, polygons and examples. Finally it outlines the remaining tasks in the viewing pipeline after clipping.
This document provides an overview of 2D and 3D graphics transformations including:
1. 2D affine transformations like translation, rotation, scaling and shearing and their properties such as preserving lines and ratios.
2. Representing transformations with matrices and composing multiple transformations.
3. Drawing 3D wireframe models using projections including orthogonal and perspective projections.
4. 3D affine transformations and their elementary forms as well as composing rotations in 3D.
5. Non-affine transformations like fish-eye and false perspective distortions.
This document provides an outline for a seminar on computer graphics. It begins with basics of computer graphics including definitions, classifications, and principles. It then covers topics like computer-aided design, presentation graphics, computer art, entertainment, education and training, and visualization. Graphics devices, output primitives, displays, and input devices are discussed. Drawing points, lines, polygons, and transformations are explained. 3D concepts like parallel projection, perspective projection, and object representations are introduced. The document also covers color models, animations, graphics processing units, and the OpenGL graphics library. It provides examples of functions for initializing and creating windows in OpenGL.
Comprehensive coverage of fundamentals of computer graphics.
3D Transformations
Reflections
3D Display methods
3D Object Representation
Polygon surfaces
Quadratic Surfaces
The document discusses different methods for representing 3D computer graphics objects, including:
1. Boundary representations and space partitioning representations describe how to model 3D objects. Boundary representations describe objects as surfaces separating the interior from the exterior, while space partitioning divides space into non-overlapping solids.
2. Binary space partitioning trees (BSP trees) are commonly used to organize 3D scenes by recursively subdividing space into half-spaces using splitting planes. BSP trees allow efficient rendering by only checking visible objects.
3. Other representations discussed include polygon meshes, quadric surfaces like spheres and ellipsoids, and spline curves and surfaces. Octrees are also mentioned as a common representation used in video
A polygon mesh is a 3D surface made of vertices, edges, and faces that defines the shape of a polyhedral object. It can be constructed using box modeling with subdivision and extrusion tools, inflation modeling by extruding a 2D shape, or connecting primitive 3D shapes. Polygon meshes are commonly represented through face-vertex or winged-edge structures and can be rendered with flat, Gouraud, or Phong shading models. However, polygons only approximate curved surfaces and lose geometric information.
This document discusses the Daroko blog, which provides real-world applications of various IT skills. It encourages readers to not just learn computer graphics and other topics but to apply them in business contexts. The blog covers topics like computer graphics, networking, programming, IT jobs, technology news, blogging, website building, and IT companies. It aims to help readers gain practical experience applying their IT knowledge. Readers are instructed to search "Daroko blog" online to access resources on various IT subjects and their business applications.
3D Graphics & Rendering in Computer GraphicsFaraz Akhtar
Computer graphics, 3d rendering,3d graphics,Components of a 3D Graphic System,3D Modeling,3D Rendering,Illumination for scan-line renderers, 3D Graphics and Physics
Polygons (its meaning, nature and types) for grade v121394
This document defines and describes different types of polygons. Polygons are 2-dimensional plane shapes made of straight lines that form a closed figure. There are regular polygons with all equal sides and angles and irregular polygons without equal sides and angles. Polygons can also be convex with no inward angles, concave with at least one internal angle greater than 180 degrees, simple with one boundary not crossing over itself, or complex intersecting with itself. The document provides examples to illustrate these different types of polygons.
This document defines and classifies different types of polygons. It discusses simple vs complex polygons, concave vs convex polygons, and regular vs irregular polygons based on their geometric properties. It also provides names for polygons based on the number of sides, such as triangle, quadrilateral, pentagon, etc. up to polygons with 20 or more sides using Greek and Latin prefixes and suffixes.
This document defines and provides examples of different types of polygons. It explains that a polygon is a closed figure made of line segments that intersect exactly two others. It then defines regular and irregular polygons, as well as different types of triangles, quadrilaterals, pentagons, hexagons, and other polygons. Key details like the number of sides and sum of interior angles are provided. Examples of both regular and irregular shapes are shown.
This document provides instructions for verifying basic operations and functionality in RenderWare Studio. It outlines steps for setting up the user's environment, including getting the latest files from Perforce, updating RenderWare Studio and Neo builds from Bootstrapper, and selecting the correct project configuration in Neo. It also includes test cases for the RenderWare Studio basics and for creating a level in The Godfather game.
The document defines and provides explanations and links for key hardware technologies used in game platforms. It discusses the central processing unit (CPU), graphic processors, memory (RAM), display, sound, game storage medium, interface devices, connectivity, and power supply. It explains that these components are important for games because the CPU handles instructions, graphic processors load graphics, RAM temporarily stores content, the display shows images, sound provides audio, storage saves game data, interface devices allow human interaction, connectivity enables online play, and the power supply turns the system on and off. The document aims to educate about the basic hardware that makes game platforms function.
ClintParis created a storyboard based on the video game Assassin's Creed where the player takes on the role of an assassin. Their story involved taking on the role of an assassin working with others to kill the Roman army and sabotage their armories to bring freedom to their village. They drew 10 frames depicting key moments in the story and added details, then colored it in. Creating the initial story and coloring the storyboard were the easiest parts. However, laying out the storyboard neatly within the frames and choosing appropriate sizes for each drawing were more difficult aspects of the task.
Y1 games ig2 learner assessment submission declarationClintParisCom
This document is a learner assessment submission and declaration form for a student named Clint Paris. It lists the 11 tasks submitted for assessment in an assignment on computer game audio cut sequence production. For each task, it provides the link to blog posts with the submitted evidence. At the bottom, Clint Paris signs the declaration, certifying the work as his own and understanding the consequences of false declaration.
Game sound analysis worksheet need for speedClintParisCom
The document summarizes sounds used in the game trailer for NeedForSpeed that establish mood, genre, and narrative. Fast car engines, police sirens, and civilian reactions create a lively mood that suggests a racing game set in a city with illegal street races and police chases. Production techniques like recorded vehicle sounds and Foley effects likely contributed different sound elements to immerse the player in the game's world.
The document describes a game genre as an open world survival horror shooter featuring zombies. It lists several influential games in the genre including Dying Light, The Last of Us, Dead Island, and Dead Rising. These games involve open world environments, horror, zombies, and action-packed gameplay.
The document then introduces the characters for a cut scene involving a zombie outbreak approaching Fort Dawn, where military group Apollo 10 is based. The characters include leaders Martin and Andrew Reaver, brothers Hunter and Jack Reaver, General Marshall who has saved over 1000 lives, and hacker Laura Soft. The cut scene would depict Apollo 10 gearing up to fight the approaching zombie horde and stop the outbreak's source.
The document describes a storytelling and illustration assignment where the student was asked to create an original story inspired by the Assassin's Creed video game franchise, taking on the role of an assassin working to kill Roman soldiers and free their village. The student then storyboarded their tale through a series of 10 frames, drawing each scene with details to show the story and adding color to the completed board.
This document contains 3 names: Brad Allen, Brad Allen again, and Artur Sadlos. It appears to be a list of 3 names but provides no other context or information about these individuals.
The document is a series of screenshots showing the process of adding sound files to a game. The screenshots show uploading a sound file to the game, adding it to the game menu where it can be played, and that additional sound files remain to be uploaded to complete the game's sound effects.
The document discusses adjusting the pitch of sounds to make them sound different and less repetitive, as well as adjusting the playback rate of some sounds to make them faster or slower. It also mentions adjusting the volume and pan of certain sections of sounds.
This document provides an overview of 2D and 3D graphics transformations including:
1. 2D affine transformations like translation, rotation, scaling and shearing and their properties such as preserving lines and ratios.
2. Representing transformations with matrices and composing multiple transformations.
3. Drawing 3D wireframe models using projections including orthogonal and perspective projections.
4. 3D affine transformations and their elementary forms as well as composing rotations in 3D.
5. Non-affine transformations like fish-eye and false perspective distortions.
This document provides an outline for a seminar on computer graphics. It begins with basics of computer graphics including definitions, classifications, and principles. It then covers topics like computer-aided design, presentation graphics, computer art, entertainment, education and training, and visualization. Graphics devices, output primitives, displays, and input devices are discussed. Drawing points, lines, polygons, and transformations are explained. 3D concepts like parallel projection, perspective projection, and object representations are introduced. The document also covers color models, animations, graphics processing units, and the OpenGL graphics library. It provides examples of functions for initializing and creating windows in OpenGL.
Comprehensive coverage of fundamentals of computer graphics.
3D Transformations
Reflections
3D Display methods
3D Object Representation
Polygon surfaces
Quadratic Surfaces
The document discusses different methods for representing 3D computer graphics objects, including:
1. Boundary representations and space partitioning representations describe how to model 3D objects. Boundary representations describe objects as surfaces separating the interior from the exterior, while space partitioning divides space into non-overlapping solids.
2. Binary space partitioning trees (BSP trees) are commonly used to organize 3D scenes by recursively subdividing space into half-spaces using splitting planes. BSP trees allow efficient rendering by only checking visible objects.
3. Other representations discussed include polygon meshes, quadric surfaces like spheres and ellipsoids, and spline curves and surfaces. Octrees are also mentioned as a common representation used in video
A polygon mesh is a 3D surface made of vertices, edges, and faces that defines the shape of a polyhedral object. It can be constructed using box modeling with subdivision and extrusion tools, inflation modeling by extruding a 2D shape, or connecting primitive 3D shapes. Polygon meshes are commonly represented through face-vertex or winged-edge structures and can be rendered with flat, Gouraud, or Phong shading models. However, polygons only approximate curved surfaces and lose geometric information.
This document discusses the Daroko blog, which provides real-world applications of various IT skills. It encourages readers to not just learn computer graphics and other topics but to apply them in business contexts. The blog covers topics like computer graphics, networking, programming, IT jobs, technology news, blogging, website building, and IT companies. It aims to help readers gain practical experience applying their IT knowledge. Readers are instructed to search "Daroko blog" online to access resources on various IT subjects and their business applications.
3D Graphics & Rendering in Computer GraphicsFaraz Akhtar
Computer graphics, 3d rendering,3d graphics,Components of a 3D Graphic System,3D Modeling,3D Rendering,Illumination for scan-line renderers, 3D Graphics and Physics
Polygons (its meaning, nature and types) for grade v121394
This document defines and describes different types of polygons. Polygons are 2-dimensional plane shapes made of straight lines that form a closed figure. There are regular polygons with all equal sides and angles and irregular polygons without equal sides and angles. Polygons can also be convex with no inward angles, concave with at least one internal angle greater than 180 degrees, simple with one boundary not crossing over itself, or complex intersecting with itself. The document provides examples to illustrate these different types of polygons.
This document defines and classifies different types of polygons. It discusses simple vs complex polygons, concave vs convex polygons, and regular vs irregular polygons based on their geometric properties. It also provides names for polygons based on the number of sides, such as triangle, quadrilateral, pentagon, etc. up to polygons with 20 or more sides using Greek and Latin prefixes and suffixes.
This document defines and provides examples of different types of polygons. It explains that a polygon is a closed figure made of line segments that intersect exactly two others. It then defines regular and irregular polygons, as well as different types of triangles, quadrilaterals, pentagons, hexagons, and other polygons. Key details like the number of sides and sum of interior angles are provided. Examples of both regular and irregular shapes are shown.
This document provides instructions for verifying basic operations and functionality in RenderWare Studio. It outlines steps for setting up the user's environment, including getting the latest files from Perforce, updating RenderWare Studio and Neo builds from Bootstrapper, and selecting the correct project configuration in Neo. It also includes test cases for the RenderWare Studio basics and for creating a level in The Godfather game.
The document defines and provides explanations and links for key hardware technologies used in game platforms. It discusses the central processing unit (CPU), graphic processors, memory (RAM), display, sound, game storage medium, interface devices, connectivity, and power supply. It explains that these components are important for games because the CPU handles instructions, graphic processors load graphics, RAM temporarily stores content, the display shows images, sound provides audio, storage saves game data, interface devices allow human interaction, connectivity enables online play, and the power supply turns the system on and off. The document aims to educate about the basic hardware that makes game platforms function.
ClintParis created a storyboard based on the video game Assassin's Creed where the player takes on the role of an assassin. Their story involved taking on the role of an assassin working with others to kill the Roman army and sabotage their armories to bring freedom to their village. They drew 10 frames depicting key moments in the story and added details, then colored it in. Creating the initial story and coloring the storyboard were the easiest parts. However, laying out the storyboard neatly within the frames and choosing appropriate sizes for each drawing were more difficult aspects of the task.
Y1 games ig2 learner assessment submission declarationClintParisCom
This document is a learner assessment submission and declaration form for a student named Clint Paris. It lists the 11 tasks submitted for assessment in an assignment on computer game audio cut sequence production. For each task, it provides the link to blog posts with the submitted evidence. At the bottom, Clint Paris signs the declaration, certifying the work as his own and understanding the consequences of false declaration.
Game sound analysis worksheet need for speedClintParisCom
The document summarizes sounds used in the game trailer for NeedForSpeed that establish mood, genre, and narrative. Fast car engines, police sirens, and civilian reactions create a lively mood that suggests a racing game set in a city with illegal street races and police chases. Production techniques like recorded vehicle sounds and Foley effects likely contributed different sound elements to immerse the player in the game's world.
The document describes a game genre as an open world survival horror shooter featuring zombies. It lists several influential games in the genre including Dying Light, The Last of Us, Dead Island, and Dead Rising. These games involve open world environments, horror, zombies, and action-packed gameplay.
The document then introduces the characters for a cut scene involving a zombie outbreak approaching Fort Dawn, where military group Apollo 10 is based. The characters include leaders Martin and Andrew Reaver, brothers Hunter and Jack Reaver, General Marshall who has saved over 1000 lives, and hacker Laura Soft. The cut scene would depict Apollo 10 gearing up to fight the approaching zombie horde and stop the outbreak's source.
The document describes a storytelling and illustration assignment where the student was asked to create an original story inspired by the Assassin's Creed video game franchise, taking on the role of an assassin working to kill Roman soldiers and free their village. The student then storyboarded their tale through a series of 10 frames, drawing each scene with details to show the story and adding color to the completed board.
This document contains 3 names: Brad Allen, Brad Allen again, and Artur Sadlos. It appears to be a list of 3 names but provides no other context or information about these individuals.
The document is a series of screenshots showing the process of adding sound files to a game. The screenshots show uploading a sound file to the game, adding it to the game menu where it can be played, and that additional sound files remain to be uploaded to complete the game's sound effects.
The document discusses adjusting the pitch of sounds to make them sound different and less repetitive, as well as adjusting the playback rate of some sounds to make them faster or slower. It also mentions adjusting the volume and pan of certain sections of sounds.
The document describes characters and settings for a zombie-themed video game. It introduces characters like Martin Reaver, alias "Sonar", a strong masculine leader, and Andrew Reaver, alias "Sharpshot", who likes to show off. It describes Fort Dawn as the base of operations led by General Marshall that is preparing for a approaching zombie outbreak. It also provides details on sound design for a cut scene, including using no sound at first but adding tension building music and sound effects as the situation escalates, then shifting to a victory music as the characters exit the barrack aware of the zombie threat.
This document contains a glossary of terms related to sound design and production. It provides definitions for terms like Foley artistry, sound libraries, .wav files, MIDI, and more. For each term, it gives a short definition from an online source as well as a brief description of how the term relates to the author's own production practice. The goal is to research and gather definitions for specific sound design glossary terms.
This document contains a glossary of terms related to sound design and production. It provides definitions for terms like Foley artistry, sound libraries, .wav files, MIDI, and more. For each term, it gives a short definition from an online source as well as a brief description of how the term relates to the author's own production practice. The goal is to research and gather definitions for specific sound design glossary terms.
This document lists various equipment and accessories for audio recording and production including a portable sound recorder, microphone, SD cards, cables, speakers, headphones, editing software, computer hardware/software, sound card and VST plugins, basic VST effects, and batteries. Prices and links to purchase on Amazon are provided for each item.
The document provides an analysis of sounds used in the soundtrack of the video game DeadSpace 3. It describes how different sounds were used to establish the mood, setting, game genre and narrative. For the setting, recorded wind and jet engine sounds were used to make the barren wasteland setting seem devoid of human life. A series of scary sound elements and music were mixed to indicate the game genre of a horror survival game. The narrator's serious and shocked voices in the narrative paint a picture of people in danger and dying to convey the sense of urgency to save humanity.
The document provides an analysis of sounds used in the soundtrack of the video game DeadSpace 3. It describes how different sounds were used to establish the mood, setting, game genre, and narrative. For the setting of a windy, desolate location on Earth, the soundtrack features recorded wind and jet engine sounds to give a sense that humanity is dying in a barren wasteland. A mix of scary sound elements was used to indicate the game genre of a horror survival game with alien attacks. The narrator's serious and shocked voices show characters have no time to waste and must save humanity, painting a picture that people are in danger and dying.
Game sound analysis worksheet last of usClintParisCom
The document describes sounds used in the game The Last of Us to establish setting, mood, genre and narrative. Drums were used to create tension as the character interacted with a broken arcade machine. The drums got louder to increase tension. Sounds of fighting were added in the background to imply the genre was an action fighting game. An echo effect was applied to a narrator to suggest the arcade transported the characters to an underground fight club when activated.
Game sound analysis worksheet far cry 3ClintParisCom
The document provides an analysis of sound elements from the opening cutscene of the video game Far Cry 3. It summarizes that the cutscene initially establishes a mood of fun and adventure as a group of friends enjoy themselves on a tropical island, but then turns ominous when two people are captured and held hostage by a mysterious man. Various production techniques are used to first create a lively musical score for the group's activities and then establish tension through shouting voices that shift the perceived genre from adventure to survival game.