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SYPHENS GALE 
Jay-vee Janea 
Vigor George Pios 
Nath Cletomarc Joernaldo 
Faculty of Arfien Department 
La Consolacion College - Bacolod 
March 2015
ACKNOWLEDGEMENTS SHEETS 
Acknowledgements pages show the essence of the thesis author and their 
experience. 
Before you even begin writing your thesis acknowledgement, take time a list of 
people who are link to your thesis in anyway. These people may have read or edited 
your paper or may have encouraged you or listened to your academic woes. In terms of 
family or friends include, only list people who were active in your graduate studies. You 
really don’t have the space to include the cousins you haven’t seen or talked to since 
Grandma’s funeral ten years ago. However, if there were people who inspired your 
work, please do not forget to include these people on your list of names. 
Take a look back at your list of contributors, and be sure to mention the members 
of academia who helped you complete your thesis. Again, you only have room for major 
contributors, not your freshman biology professor. Professionals to include could be 
advisors, upper-level professors, colleagues, or classmates. Anyone who assisted you 
in researching, conducting experiments and surveys, or writing could be candidate for 
you to include in your thesis acknowledgment. For academic contributors whom you 
choose to mention in your acknowledgements, you should use their full name and titles. 
However, if you are mentioning friends, you might consider only using first names to 
protect their identities. If several people within a large group assisted you, you only state 
the group name.
ABSTRACT 
3D graphics or Computer Graphics is the main purpose of our study to evaluate 
audiences that are interested with, thus; determining the impact of this technology in 
private industry. This thesis will provide a comprehensive overview were as this kind of 
method is used by film makers to convince the audience. We as the researcher will 
provide variety of method to present to the readers the whole concept of the project 
study, gathered data should be the top priority in order to present it with legit data 
information. Descriptive research methodology is the method we are going to use as 
this method gives so much information and explained briefly for us researchers present 
this to the target audiences or participants. Qualitative and Quantitative research design 
should be used to gather the data from the participants in private industry. The 
participants industry are classified in 3 different kinds; the Film Design, Online Game, 
and the Mobile Game. Surveys, which we will be conducting through online should be 
do the job in gathering data.
Keywords: 
TABLE OF CONTENTS 
The table of contents should consist of the chapter titles and page numbers.
LIST OF FIGURES 
The list of illustrations, if applicable, should also be in the same format as the table of 
contents, giving the figure or illustration names/numbers and corresponding page 
numbers.
Chapter I 
INTRODUCTION 
Computer graphics has, since its inception a little bit over half a century ago, 
seen a tremendous growth. Nowadays, computer graphics and 3D rendering permeates 
modern society: we find applications everywhere, ranging from entertainment to 
research, design and even medicine. Because of this wide range of applications, the 
subject of computer graphics itself now encompasses a vast number of sub-topics. The 
elements of a 3-dimensional quad mesh, the quadrilaterals, are not necessarily planar. 
However, there are application fields that require this very property. Among these 
application fields is the production of 3-dimensional jigsaw puzzles Michael Kremer 
(2014). Your task will be to implement an (automatic) pipeline that processes a 3D 
object so that a set of planar puzzle pieces is generated. These pieces can than be cut 
out by our laser cutter to produce a real working 3D jigsaw puzzle of the desired object. 
Advances in 3D scanning technologies have enabled the practical creation of 
explicit geometric models with hundreds of millions of polygons. Implicit modeling 
techniques have also progressed with NURBS and subdivision surfaces producing
increasingly complex, high-density shapes. Such highly detailed geometric models are 
decomposed into triangles before being rendered by the graphics subsystem, and it 
often occurs that the projected size of individual polygons to be rendered are smaller 
than a pixel. Rendering realistic, organic-looking models requires highly complex 
shapes and Smith (1999) said `reality is 80 million polygons and this level of detail 
inevitably leads to bandwidth bottlenecks`. Such situations have brought about the need 
to consider alternative geometric representations. Levoy (1985) demonstrated using an 
array of points to represent a continuous three-dimensional surface with a simple 
rendering algorithm. These ideas were successfully extended with a multi -resolution 
point rendering system capable of displaying large geometric models in real-time Levoy 
(2000). 
This study is anchor with Isaac Lim (2014). Creating good 3D meshes usually 
requires expert knowledge of a 3D modeling software and takes a long time. One 
approach to solve this problem is to extract shape information from a given set of 
models and to use this knowledge to guide and assist the user during the modeling 
procedure. General topics within this field include: Shape Analysis, Mesh Segmentation 
and Structure Models Isaac Lim (2014). Rendering of massive 3D scenes lies at the 
forefront of graphics research. In this paper we present new algorithm for real-time 
rendering of large polygonal meshes and background. To our knowledge, this is the first 
out-of-core view-dependent mesh renderer that supports texture mapping and 
continuous smooth transitions. Both of the above features allow our method to faithfully 
render geometry with high fidelity without requiring sub-pixel sized triangles with 
Gouraud-interpolated vertex colors. 
This study will explore methods and techniques representing in 3d design, 
navigable environments. Much of the related research on first person interfaces and 3D 
visualization has focused on producing tools for expert users and scientific analysis. 
Due to the complexities of navigation and perception introduced by 3D interfaces, work 
in this area has had mixed results. In particular, considerable efforts to develop 3D
systems for more abstract data, like file systems and social networks, have had difficulty 
surpassing the efficiency of 3D approaches. In particular, data visualization can be a 
valuable tool for disseminating scientific results, sharing insights, and explaining 
methodology. In these applications, clear communication of concepts and narratives are 
often more essential than efficient navigation. 
Nowadays, technology is impacting education to such an extent that educators 
and industry-professionals are claiming a revolution is underway. This study aims to 
determine the impact and importance of 3D graphics as new technology in private 
industry in the Philippines. 
Statement of the Problem: 
This study purported to determine the impact and importance of 3D graphics as 
new technology among private industry in Philippines. 
Specifically, this study sought answers to the following problems: 
1. What is the extent of 3D graphics can be helpful as evaluated by the industry in 
the areas of: 
(a) Film Design 
(b) Online Game 
(c) Mobile Game 
2. What is the impact of 3D graphics as new technology as evaluated by the 
industry in the areas of: 
(a) Film Design
(b) Online Game 
(c) Mobile Game 
Significance of the Study: 
The aim of this research is to successfully determine the impact and importance 
of 3D graphics as new technology in private industry. Furthermore, this thesis will 
conduct a market review of the capabilities of different industries, and the viability of 3D 
graphics usage in modern technology. The purpose of this thesis is to provide a 
comprehensive overview of the impact and importance of 3D graphics as new 
technology in industry and to evaluate this technique in a digital way. 
This study is beneficial to the following: 
Film Design 
This will provide an effective and efficient in film making to convince the 
audience. 3D graphics design plays a most important requirement to establish a 
production pipeline. Therefore, the researcher confident that the 3D technology existed 
to create suitable devices to the film, the designer team chose to build their own 
prototype systems while continuing to evaluate all new consumer devices until a 
satisfactory solution was found. 
Online Game
The gameplay is the most influential factor of a game, with history and graphics 
play a vital role in this place. The graphics of the games entertain so much the players 
that create a beauty in playing games. 3D graphics create the realism of game design 
that give value and importance of the games. This game mechanics was design to 
make the player as if they are in Gordon; the player ends up feeling as though they’re 
fighting in reality. 
Mobile Game 
3D graphic was an assets and the improvement of mobile devices hardware offer 
opportunity to mobile developers to create beautiful 3D titles and characters for mobiles 
games. It provide real-time 3D rendering capabilities instead of the giving so much time 
doing online in an internet and devices are gradually changing people’s computing 
behaviors to be easy and cool. 
Industry 
It is becoming more difficult to attract consumer’s attention in retail environment 
such as stores and malls. Display which show Rea-Depth 3D images make the products 
shown more real, more attractive and more interesting, and draw attention to the 
sponsor as an innovative, 21st century retailer. 
Digital Artist 
Many application strive for perfect accuracy, but the current 2D displays hinder 
this increased user performance. With the help of 3D graphics, it give depth information
in Real-Depth 3D images that allows users to grasp and understand the image much 
more quickly and accurately. 
Scope and Limitation: 
This study covers the 3D graphics as new technology and its usage. 
A descriptive research design was used in this study. 
The study is limited to the different private industry in the Philippine in the area of (a) 
Film Design, (b) Online Game, (c) Mobile Game. 
This study specifically will determine the impact and importance of 3D graphics 
as new technology in industry. 
The study will begin to work eight months from June to February in the school year 
2014-2015. 
Definition of Terms 
The following terms were defined in accordance with their conceptual and 
theoretical meaning to have a working knowledge and better understanding of the 
research study. 
MMORPG. Massively multiplayer online role-playing game 
Network - Is a collection of computers and devices interconnected by communications 
channels that facilitate communications among users and allows users to share 
resources 
3D COMPUTER GRAPHICS. (in contrast to 2D computer graphics) are graphics that 
use a three-dimensional representation of geometric data (often Cartesian) that is
stored in the computer for the purposes of performing calculations and rendering 2D 
images. Such images may be stored for viewing later or displayed in real-time. 
GAMEPLAY. Is the specific way in which players interact with a game and in particular 
with video games. 
Chapter II 
LITERATURE REVIEW 
To assess the quality of work as described in 3D graphics down information into 
its part and reason with that information, questions or coming the researcher and 
participants will described and figure out how they are related. 
The subject of this report is fairly well documented but there are some areas that 
have had fairly recent developments. I have used the latest publications and newest 
research where I could find it. Publications from SIGGRAPH (2013) have provided me 
with a window into some of the latest developments and research papers available on 
the topics of this paper. 
There are however some baseline science that hasn’t changed a lot. In this case I have 
used comprehensive and commonly referenced material. One of the main reference 
sources is ‘Real-Time Rendering’ (Akenine-Möller, et al., 2008). The publications from 
SIGGRAPH (2013) are often as far as I can tell at least informally peer-reviewed (Karis, 
2013, p. 19) and written by members of the video games or visual effects industries.
These publications are also presented at the conference (SIGGRAPH) to other 
professionals, which I think increase their validity. 
Industry Adoption 
There were a number of presentations at SIGGRAPH 2013 held by game 
developers, talking about their shift to be more physically based. In 2013, Karis 
presented the goals they (Epic Games) had in mind when they “decided to invest some 
time in improving our shading model and embrace a more physically based material 
workflow”. (Epic Games, n.d., p. 1) Karis continued to state that they wanted to reduce 
the complexity, “There should be as few parameters as possible” and they wanted the 
values to be simple to understand instead of physical ones such as index of refraction. 
The material model should be “Easy to master” and it should be difficult to create 
“physically implausible materials”. Other game developers also presented their 
techniques and implementations of PBR. Ready at Dawn (Neubelt & Pettineo, 2013, p. 
20) presented what they called Inheritance-based Materials, and the three pillars (as 
they put it) of their material pipeline included “Compositing” and “Run-time layering” and 
an “Inheritance-based data format”. They go on illustrating their texturing workflow and it 
is based on layering several pre-made materials in a process where the artist paints 
masks (as opposed to a color texture). At Unite 2013, Rod Lopez talked about their 
plans to implement PBR into the coming version of their game engine known as Unity. 
He stated that “today there’s a lot of hacking shaders together...” and he went on to say 
that “it should be easier to do, the artist should have less thinking time…”. (Lopez, n.d.) 
A few game developers talked about how they implemented PBR in games 
including Call of Duty: Black Ops II (Lazarov, 2013) and the upcoming game The 
Order: 1886. (Neubelt & Pettineo, 2013). 
The Pipeline 
The new material model does have consequences to the pipeline. The 
Roughness and Metallic maps replace the functionality of the specular color and 
glossiness maps. I find that the physically-based model is easier to work with. With a 
specular color model, the artist have to control both the specular intensity and color in
one map. In the old model, specular color defines if your material is a metal or non-metal, 
however editing the specular color is a slow task in my experience. The artist 
also have to manually tweak and balance the specular intensity and glossiness 
parameter, so that the material looks good and physically plausible. The physically-based 
model removes a lot of this manual labor. The artist only have to control two 
parameters, roughness and metallic. The benefit is that both roughness and metallic 
can respectively be authored as a greyscale map. The specular intensity is no longer 
needed to be manually edited, as this is linked and therefore controlled by the 
roughness parameter. The advantage is quantifiable, there is one less parameter the 
artist has to edit and this can be a huge time-saver. Previously different surfaces such 
as wood or 
plastic or metal needed a different specular color to be correctly defined. Instead of 
having to edit the specular color, we use the Metallic map to define metal and non-metal 
surfaces. This means that all non-metals are always defined the same way with a 
metallic value of zero (black) while all metals are defined with a value of 1 (white). This 
is in my experience much easier to work with and potentially another huge time-saver. 
The final parameters of the physically-based material model is BaseColor and Cavity. 
BaseColor is what is used to define the local color of the material. There are a few 
important differences when creating the BaseColor map compared to the diffuse map. 
For metal materials BaseColor is the color that is used to differentiate between different 
colored metals, say gold or copper. 
Previously this was accomplished with the specular color parameter. The benefit of this 
is that the artist only has to set the material color once in the BaseColor. All small-scale 
shadowing that were previously baked into diffuse map is now in a separate map called 
Cavity. This means that BaseColor shouldn’t have any shadow information. One 
problem with this is that if you’re using photos as textures you have to remove any 
shadowing. The benefit is that you can quickly rebake the cavity map. Previously you 
would have to open the diffuse and add the cavity map in a layer and set it to multiply. 
Finally, the new physically-based pipeline allows the use of scan-data like never before. 
The advantage of this is that the artist can look up colors and values for real world
materials. This makes it faster to recreate the materials without a trial and error 
approach. 
Historical Context 
The Format 
Turk (1998) presents the file format for storing graphical objects that are 
described as a collection of polygons. Format describes an object as a collection of 
vertices, triangles and other elements, along with properties such as color and normal 
direction that can be attached to these elements. It will be important to fully understand 
this format in preparation for the implementation. 
A typical file has the following structure: 
• Header: a series of carriage-return terminated lines of text that describe the remainder 
of the file. It includes a description of each element type, including the element's name, 
how many such elements are in the object, and a list of the various properties 
associated with the element. 
• Vertex List: a list of vertices, corresponding to the header’s definition 
• Face List: a list of triangles, usually containing an unsigned char specifying how many 
indices the property contains, followed by the actual list of vertex indices stored as long 
integers. 
There are two libraries available for reading and writing PLY files. The first, 
Burkardt, (1998) contains a library of C routines, but lacks documentation. The library is 
considered the standard and the author responsible worked on QSplat Levoy, (2000). 
The second is also written in C, but claims to be more resourceful Nehab, (2003). A 
callback mechanism is used for simplification and the input/output is buffered for 
efficiency. 
Pre-processing
The aforementioned term pre-processing refers to converting input geometry into 
a PBR in preparation for rendering. Levoy, (1985) cite “Simplicity of the display 
procedure, which is the key to fast rendering, is gained by transferring much of the 
processing load to the pre-processing stage”. At a conceptual stage, the contents of the 
scene will remain the same, whereas the observer will not, and so it is worthwhile to 
pre-process the scene to remove much of the visible-surface computation overhead 
Fuch,(1983). The methods used in performing such actions are closely related to the 
way in which the data is stored and then read for rendering, and so I will first consider 
way in which the points will be stored. 
Data structure 
Levoy (1985) specify that the order in which points are passed through the 
rendering pipeline is an important, as it can be random. This leads to flexibility in the 
way in which the points can be stored and read. Levoy, (2000) utilise this and introduce 
a level of detail (LOD) system for choosing which points to render, whilst maintaining 
high quality renders. Rubin, (1980) illustrate a representation of three-dimensional 
objects whereby object space is represented entirely by a hierarchical data structure 
consisting of bounding volumes with no other form of representation. Hierarchical 
representations decompose the object space into repeatedly simpler subspaces, which 
allows for arbitrary scene descriptions in an easily usable data structure. This approach 
minimizes memory requirements, as expanding or fetching lower levels of the hierarchy 
is only performed when required. Reddy, (1978) highlight the advantage of such tree 
structuring, stating that perspective and hidden-surface elimination is less difficult and it 
simplifies the storage of dynamic objects and objects with redundant sub-parts. Levoy 
(2000) choose to use a bounding sphere hierarchy, which stores all necessary 
information within each node. A bounding sphere hierarchy contains a radius of a 
theoretical sphere at every node. The sphere is exactly large enough to contain the
bounding spheres of its children. Each node contains the position and radius of the 
bounding sphere, a normal, width cone and optionally a colour. Calculating the normal 
before approaching the rendering pipeline reduces the workload in rendering and eases 
backface culling. 
Chapter III 
METHODOLOGY 
The General purpose of this study is to determine the impact and importance of 
3D graphics as new technology in private industry in the Philippines. 
The researcher will provide some method that is going to use for this study to present to 
the readers the whole concept of the project study. Primarily data should be provided 
and it should be reliable sources that will provide information to the researcher that will 
explain and show in the result and discussion. 
Research Design 
A descriptive research methodology is the study we are going to use. The private 
industry will be rated base on their areas of business; Film Design, Online Game, or 
Mobile Game.
Descriptive research is typically depicted in the research texts as being on the 
lowest rung of the quantitative research design hierarchy. In this hierarchy, “true” 
experiment aimed at prediction and control are the gold standard and any other design 
is non-experimental and weak Talbot, (1995). 
The aim of descriptive method is to obtain an accurate profile and result to the 
participants. The researcher used this kind of design to obtain data’s from participants in 
order to formulate conclusions and recommendations to the study. The descriptive 
research method is to employ the significance of the study that could help the 
researcher to provide exact data in order to give idea to the readers. 
Surveys are used to obtain data from different private industry existing in the 
Philippines trough online. 
Participants 
In order to determine the impact and important of 3D graphics as new technology in 
private industry, the researchers will provide necessarily things to gather important data. 
The participants industry are classified in 3 different kinds; The Film Design, Online 
Game, and the Mobile Game. 
The participants of this study were the private industries from different areas existing in 
the Philippines. 
Instrument Used 
The main tool that will be used in gathering the data for this research is the 
researcher-made instrument. The questionnaire is divided into three main parts. 
Part I includes personal data information of industry, which was used to draw 
important information about their tenure in business, nature of business, and address.
Part II of the questionnaire was used to draw information about the impact and 
importance of 3D graphics as new technology in private industry that existing in the 
Philippines. 
Chapter IV 
RESULT AND DISCUSSION 
The method we are going to use is quantitative research method in order us to find the 
percentage of participants industry that are classified in 3 areas. a) Film Design 
b)Online Game c) Mobile Game. Quantitative Research focuses more in counting and 
classifying features and constructing statistical models and figures to explain what is 
observed. The survey was used as the main data gathering instrument for this study.
Chapter V 
CONCLUSION
Chapter VI 
APPLICATION 
Drawing, Story Board
BIBLIOGRAPHY 
This section includes all reading materials consulted throughout the duration of 
the research study. This consists of distinct materials such as Books, Periodicals, 
Unpublished Materials and etc.
APPENDICES 
The appendices contain materials (statistical tables, maps, graphs, etc.) and or 
documents used in the study.
ABOUT THE AUTHOR 
This is one-page biographical sketch of the researcher. Begin this part in new 
page. Type the word About the Author in capital letter, centered, at the top page. Type 
the bibliographic sketch itself as a single paragraph in block format without indention 
and single spaced. This includes a scanned recent 1x1 photograph of the researcher, 
address and contact numbers.
Syphens gale

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Syphens gale

  • 1. SYPHENS GALE Jay-vee Janea Vigor George Pios Nath Cletomarc Joernaldo Faculty of Arfien Department La Consolacion College - Bacolod March 2015
  • 2. ACKNOWLEDGEMENTS SHEETS Acknowledgements pages show the essence of the thesis author and their experience. Before you even begin writing your thesis acknowledgement, take time a list of people who are link to your thesis in anyway. These people may have read or edited your paper or may have encouraged you or listened to your academic woes. In terms of family or friends include, only list people who were active in your graduate studies. You really don’t have the space to include the cousins you haven’t seen or talked to since Grandma’s funeral ten years ago. However, if there were people who inspired your work, please do not forget to include these people on your list of names. Take a look back at your list of contributors, and be sure to mention the members of academia who helped you complete your thesis. Again, you only have room for major contributors, not your freshman biology professor. Professionals to include could be advisors, upper-level professors, colleagues, or classmates. Anyone who assisted you in researching, conducting experiments and surveys, or writing could be candidate for you to include in your thesis acknowledgment. For academic contributors whom you choose to mention in your acknowledgements, you should use their full name and titles. However, if you are mentioning friends, you might consider only using first names to protect their identities. If several people within a large group assisted you, you only state the group name.
  • 3. ABSTRACT 3D graphics or Computer Graphics is the main purpose of our study to evaluate audiences that are interested with, thus; determining the impact of this technology in private industry. This thesis will provide a comprehensive overview were as this kind of method is used by film makers to convince the audience. We as the researcher will provide variety of method to present to the readers the whole concept of the project study, gathered data should be the top priority in order to present it with legit data information. Descriptive research methodology is the method we are going to use as this method gives so much information and explained briefly for us researchers present this to the target audiences or participants. Qualitative and Quantitative research design should be used to gather the data from the participants in private industry. The participants industry are classified in 3 different kinds; the Film Design, Online Game, and the Mobile Game. Surveys, which we will be conducting through online should be do the job in gathering data.
  • 4. Keywords: TABLE OF CONTENTS The table of contents should consist of the chapter titles and page numbers.
  • 5. LIST OF FIGURES The list of illustrations, if applicable, should also be in the same format as the table of contents, giving the figure or illustration names/numbers and corresponding page numbers.
  • 6. Chapter I INTRODUCTION Computer graphics has, since its inception a little bit over half a century ago, seen a tremendous growth. Nowadays, computer graphics and 3D rendering permeates modern society: we find applications everywhere, ranging from entertainment to research, design and even medicine. Because of this wide range of applications, the subject of computer graphics itself now encompasses a vast number of sub-topics. The elements of a 3-dimensional quad mesh, the quadrilaterals, are not necessarily planar. However, there are application fields that require this very property. Among these application fields is the production of 3-dimensional jigsaw puzzles Michael Kremer (2014). Your task will be to implement an (automatic) pipeline that processes a 3D object so that a set of planar puzzle pieces is generated. These pieces can than be cut out by our laser cutter to produce a real working 3D jigsaw puzzle of the desired object. Advances in 3D scanning technologies have enabled the practical creation of explicit geometric models with hundreds of millions of polygons. Implicit modeling techniques have also progressed with NURBS and subdivision surfaces producing
  • 7. increasingly complex, high-density shapes. Such highly detailed geometric models are decomposed into triangles before being rendered by the graphics subsystem, and it often occurs that the projected size of individual polygons to be rendered are smaller than a pixel. Rendering realistic, organic-looking models requires highly complex shapes and Smith (1999) said `reality is 80 million polygons and this level of detail inevitably leads to bandwidth bottlenecks`. Such situations have brought about the need to consider alternative geometric representations. Levoy (1985) demonstrated using an array of points to represent a continuous three-dimensional surface with a simple rendering algorithm. These ideas were successfully extended with a multi -resolution point rendering system capable of displaying large geometric models in real-time Levoy (2000). This study is anchor with Isaac Lim (2014). Creating good 3D meshes usually requires expert knowledge of a 3D modeling software and takes a long time. One approach to solve this problem is to extract shape information from a given set of models and to use this knowledge to guide and assist the user during the modeling procedure. General topics within this field include: Shape Analysis, Mesh Segmentation and Structure Models Isaac Lim (2014). Rendering of massive 3D scenes lies at the forefront of graphics research. In this paper we present new algorithm for real-time rendering of large polygonal meshes and background. To our knowledge, this is the first out-of-core view-dependent mesh renderer that supports texture mapping and continuous smooth transitions. Both of the above features allow our method to faithfully render geometry with high fidelity without requiring sub-pixel sized triangles with Gouraud-interpolated vertex colors. This study will explore methods and techniques representing in 3d design, navigable environments. Much of the related research on first person interfaces and 3D visualization has focused on producing tools for expert users and scientific analysis. Due to the complexities of navigation and perception introduced by 3D interfaces, work in this area has had mixed results. In particular, considerable efforts to develop 3D
  • 8. systems for more abstract data, like file systems and social networks, have had difficulty surpassing the efficiency of 3D approaches. In particular, data visualization can be a valuable tool for disseminating scientific results, sharing insights, and explaining methodology. In these applications, clear communication of concepts and narratives are often more essential than efficient navigation. Nowadays, technology is impacting education to such an extent that educators and industry-professionals are claiming a revolution is underway. This study aims to determine the impact and importance of 3D graphics as new technology in private industry in the Philippines. Statement of the Problem: This study purported to determine the impact and importance of 3D graphics as new technology among private industry in Philippines. Specifically, this study sought answers to the following problems: 1. What is the extent of 3D graphics can be helpful as evaluated by the industry in the areas of: (a) Film Design (b) Online Game (c) Mobile Game 2. What is the impact of 3D graphics as new technology as evaluated by the industry in the areas of: (a) Film Design
  • 9. (b) Online Game (c) Mobile Game Significance of the Study: The aim of this research is to successfully determine the impact and importance of 3D graphics as new technology in private industry. Furthermore, this thesis will conduct a market review of the capabilities of different industries, and the viability of 3D graphics usage in modern technology. The purpose of this thesis is to provide a comprehensive overview of the impact and importance of 3D graphics as new technology in industry and to evaluate this technique in a digital way. This study is beneficial to the following: Film Design This will provide an effective and efficient in film making to convince the audience. 3D graphics design plays a most important requirement to establish a production pipeline. Therefore, the researcher confident that the 3D technology existed to create suitable devices to the film, the designer team chose to build their own prototype systems while continuing to evaluate all new consumer devices until a satisfactory solution was found. Online Game
  • 10. The gameplay is the most influential factor of a game, with history and graphics play a vital role in this place. The graphics of the games entertain so much the players that create a beauty in playing games. 3D graphics create the realism of game design that give value and importance of the games. This game mechanics was design to make the player as if they are in Gordon; the player ends up feeling as though they’re fighting in reality. Mobile Game 3D graphic was an assets and the improvement of mobile devices hardware offer opportunity to mobile developers to create beautiful 3D titles and characters for mobiles games. It provide real-time 3D rendering capabilities instead of the giving so much time doing online in an internet and devices are gradually changing people’s computing behaviors to be easy and cool. Industry It is becoming more difficult to attract consumer’s attention in retail environment such as stores and malls. Display which show Rea-Depth 3D images make the products shown more real, more attractive and more interesting, and draw attention to the sponsor as an innovative, 21st century retailer. Digital Artist Many application strive for perfect accuracy, but the current 2D displays hinder this increased user performance. With the help of 3D graphics, it give depth information
  • 11. in Real-Depth 3D images that allows users to grasp and understand the image much more quickly and accurately. Scope and Limitation: This study covers the 3D graphics as new technology and its usage. A descriptive research design was used in this study. The study is limited to the different private industry in the Philippine in the area of (a) Film Design, (b) Online Game, (c) Mobile Game. This study specifically will determine the impact and importance of 3D graphics as new technology in industry. The study will begin to work eight months from June to February in the school year 2014-2015. Definition of Terms The following terms were defined in accordance with their conceptual and theoretical meaning to have a working knowledge and better understanding of the research study. MMORPG. Massively multiplayer online role-playing game Network - Is a collection of computers and devices interconnected by communications channels that facilitate communications among users and allows users to share resources 3D COMPUTER GRAPHICS. (in contrast to 2D computer graphics) are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is
  • 12. stored in the computer for the purposes of performing calculations and rendering 2D images. Such images may be stored for viewing later or displayed in real-time. GAMEPLAY. Is the specific way in which players interact with a game and in particular with video games. Chapter II LITERATURE REVIEW To assess the quality of work as described in 3D graphics down information into its part and reason with that information, questions or coming the researcher and participants will described and figure out how they are related. The subject of this report is fairly well documented but there are some areas that have had fairly recent developments. I have used the latest publications and newest research where I could find it. Publications from SIGGRAPH (2013) have provided me with a window into some of the latest developments and research papers available on the topics of this paper. There are however some baseline science that hasn’t changed a lot. In this case I have used comprehensive and commonly referenced material. One of the main reference sources is ‘Real-Time Rendering’ (Akenine-Möller, et al., 2008). The publications from SIGGRAPH (2013) are often as far as I can tell at least informally peer-reviewed (Karis, 2013, p. 19) and written by members of the video games or visual effects industries.
  • 13. These publications are also presented at the conference (SIGGRAPH) to other professionals, which I think increase their validity. Industry Adoption There were a number of presentations at SIGGRAPH 2013 held by game developers, talking about their shift to be more physically based. In 2013, Karis presented the goals they (Epic Games) had in mind when they “decided to invest some time in improving our shading model and embrace a more physically based material workflow”. (Epic Games, n.d., p. 1) Karis continued to state that they wanted to reduce the complexity, “There should be as few parameters as possible” and they wanted the values to be simple to understand instead of physical ones such as index of refraction. The material model should be “Easy to master” and it should be difficult to create “physically implausible materials”. Other game developers also presented their techniques and implementations of PBR. Ready at Dawn (Neubelt & Pettineo, 2013, p. 20) presented what they called Inheritance-based Materials, and the three pillars (as they put it) of their material pipeline included “Compositing” and “Run-time layering” and an “Inheritance-based data format”. They go on illustrating their texturing workflow and it is based on layering several pre-made materials in a process where the artist paints masks (as opposed to a color texture). At Unite 2013, Rod Lopez talked about their plans to implement PBR into the coming version of their game engine known as Unity. He stated that “today there’s a lot of hacking shaders together...” and he went on to say that “it should be easier to do, the artist should have less thinking time…”. (Lopez, n.d.) A few game developers talked about how they implemented PBR in games including Call of Duty: Black Ops II (Lazarov, 2013) and the upcoming game The Order: 1886. (Neubelt & Pettineo, 2013). The Pipeline The new material model does have consequences to the pipeline. The Roughness and Metallic maps replace the functionality of the specular color and glossiness maps. I find that the physically-based model is easier to work with. With a specular color model, the artist have to control both the specular intensity and color in
  • 14. one map. In the old model, specular color defines if your material is a metal or non-metal, however editing the specular color is a slow task in my experience. The artist also have to manually tweak and balance the specular intensity and glossiness parameter, so that the material looks good and physically plausible. The physically-based model removes a lot of this manual labor. The artist only have to control two parameters, roughness and metallic. The benefit is that both roughness and metallic can respectively be authored as a greyscale map. The specular intensity is no longer needed to be manually edited, as this is linked and therefore controlled by the roughness parameter. The advantage is quantifiable, there is one less parameter the artist has to edit and this can be a huge time-saver. Previously different surfaces such as wood or plastic or metal needed a different specular color to be correctly defined. Instead of having to edit the specular color, we use the Metallic map to define metal and non-metal surfaces. This means that all non-metals are always defined the same way with a metallic value of zero (black) while all metals are defined with a value of 1 (white). This is in my experience much easier to work with and potentially another huge time-saver. The final parameters of the physically-based material model is BaseColor and Cavity. BaseColor is what is used to define the local color of the material. There are a few important differences when creating the BaseColor map compared to the diffuse map. For metal materials BaseColor is the color that is used to differentiate between different colored metals, say gold or copper. Previously this was accomplished with the specular color parameter. The benefit of this is that the artist only has to set the material color once in the BaseColor. All small-scale shadowing that were previously baked into diffuse map is now in a separate map called Cavity. This means that BaseColor shouldn’t have any shadow information. One problem with this is that if you’re using photos as textures you have to remove any shadowing. The benefit is that you can quickly rebake the cavity map. Previously you would have to open the diffuse and add the cavity map in a layer and set it to multiply. Finally, the new physically-based pipeline allows the use of scan-data like never before. The advantage of this is that the artist can look up colors and values for real world
  • 15. materials. This makes it faster to recreate the materials without a trial and error approach. Historical Context The Format Turk (1998) presents the file format for storing graphical objects that are described as a collection of polygons. Format describes an object as a collection of vertices, triangles and other elements, along with properties such as color and normal direction that can be attached to these elements. It will be important to fully understand this format in preparation for the implementation. A typical file has the following structure: • Header: a series of carriage-return terminated lines of text that describe the remainder of the file. It includes a description of each element type, including the element's name, how many such elements are in the object, and a list of the various properties associated with the element. • Vertex List: a list of vertices, corresponding to the header’s definition • Face List: a list of triangles, usually containing an unsigned char specifying how many indices the property contains, followed by the actual list of vertex indices stored as long integers. There are two libraries available for reading and writing PLY files. The first, Burkardt, (1998) contains a library of C routines, but lacks documentation. The library is considered the standard and the author responsible worked on QSplat Levoy, (2000). The second is also written in C, but claims to be more resourceful Nehab, (2003). A callback mechanism is used for simplification and the input/output is buffered for efficiency. Pre-processing
  • 16. The aforementioned term pre-processing refers to converting input geometry into a PBR in preparation for rendering. Levoy, (1985) cite “Simplicity of the display procedure, which is the key to fast rendering, is gained by transferring much of the processing load to the pre-processing stage”. At a conceptual stage, the contents of the scene will remain the same, whereas the observer will not, and so it is worthwhile to pre-process the scene to remove much of the visible-surface computation overhead Fuch,(1983). The methods used in performing such actions are closely related to the way in which the data is stored and then read for rendering, and so I will first consider way in which the points will be stored. Data structure Levoy (1985) specify that the order in which points are passed through the rendering pipeline is an important, as it can be random. This leads to flexibility in the way in which the points can be stored and read. Levoy, (2000) utilise this and introduce a level of detail (LOD) system for choosing which points to render, whilst maintaining high quality renders. Rubin, (1980) illustrate a representation of three-dimensional objects whereby object space is represented entirely by a hierarchical data structure consisting of bounding volumes with no other form of representation. Hierarchical representations decompose the object space into repeatedly simpler subspaces, which allows for arbitrary scene descriptions in an easily usable data structure. This approach minimizes memory requirements, as expanding or fetching lower levels of the hierarchy is only performed when required. Reddy, (1978) highlight the advantage of such tree structuring, stating that perspective and hidden-surface elimination is less difficult and it simplifies the storage of dynamic objects and objects with redundant sub-parts. Levoy (2000) choose to use a bounding sphere hierarchy, which stores all necessary information within each node. A bounding sphere hierarchy contains a radius of a theoretical sphere at every node. The sphere is exactly large enough to contain the
  • 17. bounding spheres of its children. Each node contains the position and radius of the bounding sphere, a normal, width cone and optionally a colour. Calculating the normal before approaching the rendering pipeline reduces the workload in rendering and eases backface culling. Chapter III METHODOLOGY The General purpose of this study is to determine the impact and importance of 3D graphics as new technology in private industry in the Philippines. The researcher will provide some method that is going to use for this study to present to the readers the whole concept of the project study. Primarily data should be provided and it should be reliable sources that will provide information to the researcher that will explain and show in the result and discussion. Research Design A descriptive research methodology is the study we are going to use. The private industry will be rated base on their areas of business; Film Design, Online Game, or Mobile Game.
  • 18. Descriptive research is typically depicted in the research texts as being on the lowest rung of the quantitative research design hierarchy. In this hierarchy, “true” experiment aimed at prediction and control are the gold standard and any other design is non-experimental and weak Talbot, (1995). The aim of descriptive method is to obtain an accurate profile and result to the participants. The researcher used this kind of design to obtain data’s from participants in order to formulate conclusions and recommendations to the study. The descriptive research method is to employ the significance of the study that could help the researcher to provide exact data in order to give idea to the readers. Surveys are used to obtain data from different private industry existing in the Philippines trough online. Participants In order to determine the impact and important of 3D graphics as new technology in private industry, the researchers will provide necessarily things to gather important data. The participants industry are classified in 3 different kinds; The Film Design, Online Game, and the Mobile Game. The participants of this study were the private industries from different areas existing in the Philippines. Instrument Used The main tool that will be used in gathering the data for this research is the researcher-made instrument. The questionnaire is divided into three main parts. Part I includes personal data information of industry, which was used to draw important information about their tenure in business, nature of business, and address.
  • 19. Part II of the questionnaire was used to draw information about the impact and importance of 3D graphics as new technology in private industry that existing in the Philippines. Chapter IV RESULT AND DISCUSSION The method we are going to use is quantitative research method in order us to find the percentage of participants industry that are classified in 3 areas. a) Film Design b)Online Game c) Mobile Game. Quantitative Research focuses more in counting and classifying features and constructing statistical models and figures to explain what is observed. The survey was used as the main data gathering instrument for this study.
  • 21. Chapter VI APPLICATION Drawing, Story Board
  • 22. BIBLIOGRAPHY This section includes all reading materials consulted throughout the duration of the research study. This consists of distinct materials such as Books, Periodicals, Unpublished Materials and etc.
  • 23. APPENDICES The appendices contain materials (statistical tables, maps, graphs, etc.) and or documents used in the study.
  • 24. ABOUT THE AUTHOR This is one-page biographical sketch of the researcher. Begin this part in new page. Type the word About the Author in capital letter, centered, at the top page. Type the bibliographic sketch itself as a single paragraph in block format without indention and single spaced. This includes a scanned recent 1x1 photograph of the researcher, address and contact numbers.