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		<title>3D Development Software</title>
		<link>http://jamescampbell18.wordpress.com/2008/02/05/3d-development-software/</link>
		<comments>http://jamescampbell18.wordpress.com/2008/02/05/3d-development-software/#comments</comments>
		<pubDate>Tue, 05 Feb 2008 00:00:09 +0000</pubDate>
		<dc:creator>jamescampbell18</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://jamescampbell18.wordpress.com/?p=43</guid>
		<description><![CDATA[Cinema 4D Afterburn Maya 3DSmax Autocad Unreal editor Lightwave Rhino Havoc 3D Plus Mojoworld Poser - Poser is a 3D rendering software package for the posing, animating and rendering of 3D polymesh human and animal figures. Akin to a virtual photography studio, Poser allows the user to load actors, props, lighting and cameras for still [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=jamescampbell18.wordpress.com&amp;blog=1741697&amp;post=43&amp;subd=jamescampbell18&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Cinema 4D<br />
Afterburn<br />
Maya<br />
3DSmax<br />
Autocad<br />
Unreal editor<br />
Lightwave<br />
Rhino<br />
Havoc<br />
3D Plus<br />
Mojoworld<br />
Poser            -</p>
<p>Poser is a 3D rendering software package for the posing, animating and rendering of 3D polymesh human and animal figures. Akin to a virtual photography studio, Poser allows the user to load actors, props, lighting and cameras for still and animated renderings.</p>
<p>Natively using a subset of the <a href="http://null/wiki/Alias_Systems_Corporation" title="Alias Systems Corporation">Alias</a> object (<a href="http://null/wiki/Obj" title="Obj">OBJ</a>) file format and a text-based markup for content files, Poser comes with a basic library of human, animal, robotic, and cartoon figures.<br />
Animation master<br />
Milkshake 3D<br />
Modo<br />
softimage|XSI<br />
Silo<br />
Truespace<br />
Zbrush<br />
Pro/Engineer<br />
SolidWorks<br />
Catia<br />
Zanoza modeler<br />
Wings 3D<br />
TopMod<br />
Google SketchUp<br />
Anim8or<br />
Art of Illusion<br />
AutoQ3D<br />
Blender<br />
Quake 2 Modeler</p>
<p>Taken from:<br />
<a href="http://en.wikipedia.org/wiki/3D_modeler">http://en.wikipedia.org/wiki/3D_modeler</a></p>
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		<title>3D limitations</title>
		<link>http://jamescampbell18.wordpress.com/2008/02/04/3d-limitations/</link>
		<comments>http://jamescampbell18.wordpress.com/2008/02/04/3d-limitations/#comments</comments>
		<pubDate>Mon, 04 Feb 2008 23:59:12 +0000</pubDate>
		<dc:creator>jamescampbell18</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://jamescampbell18.wordpress.com/?p=63</guid>
		<description><![CDATA[Limitations of 3D &#8211; file size ,Poly count and rendering times File sizeA main problem with having a high poly count in 3d is that the file size will be huge, and this generaly means you will need a high quality CPU (Central processing unit) to render your work and to send the file anywhere [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=jamescampbell18.wordpress.com&amp;blog=1741697&amp;post=63&amp;subd=jamescampbell18&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<h2>Limitations of 3D &#8211; file size ,Poly count and rendering times</h2>
<div class="snap_preview"><b>File size</b>A main problem with having a high poly count in 3d is that the file size will be huge, and this generaly means you will need a high quality CPU (Central processing unit) to render your work and to send the file anywhere would take a while. The better the CPU the more poly’s it can handle and render at once so this gives you quicker work pace but this type of high end equipment has a very heavy price tag and is expensive so many people can&#8217;t afford this type of equipment.</p>
<p><a href="http://jamescampbell18.files.wordpress.com/2008/02/whatsize.png" title="whatsize.png"><img src="http://jamescampbell18.files.wordpress.com/2008/02/whatsize.thumbnail.png?w=495" alt="whatsize.png" /></a></p>
<p><b>Poly count</b></p>
<p>Their are lots of advantages to making 3d graphics compared to 2d graphics, however their are also a few limitations to making 3d graphics which wouldnt not be a problem in 2d. For example, when making 3d graphics poly count has to be considered, Your poly count is the amount of poly’s being rendered per frame, you render your 3d graphics in a wire frame state first rather than shaded becasue it is much quicker. The poly’s are what make up the 3d object and the more complex and detailed the object the higher the poly count will be.</p>
<p><a href="http://bigcostas.files.wordpress.com/2007/11/ford2.jpg" title="ford2.jpg"><img src="http://bigcostas.files.wordpress.com/2007/11/ford2.thumbnail.jpg?w=495" alt="ford2.jpg" /></a><br />
<b>Rendering times</b></p>
<p>Somtimes rendering an animation can be very tedious and time consuming and possibly take hours. Their are a few ways of avoiding this when you just want to render your animation so you can test the motion and tweak it to the way you want. When testing the animation and other stuff turn off everything that isnt neccersary (e.g. geometry) so its just a wire frame as all this will slow down the process like all the detialed shading or hide all enviromental objects that are not needed. These techniques can reduce rendering times by a lot.</p>
<p><a href="http://bigcostas.files.wordpress.com/2007/11/pixar_renderman.gif" title="pixar_renderman.gif"><img src="http://bigcostas.files.wordpress.com/2007/11/pixar_renderman.gif?w=495" alt="pixar_renderman.gif" /></a></div>
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		<title>Photometric units??</title>
		<link>http://jamescampbell18.wordpress.com/2008/02/04/photometric-units/</link>
		<comments>http://jamescampbell18.wordpress.com/2008/02/04/photometric-units/#comments</comments>
		<pubDate>Mon, 04 Feb 2008 22:41:03 +0000</pubDate>
		<dc:creator>jamescampbell18</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://jamescampbell18.wordpress.com/?p=47</guid>
		<description><![CDATA[Photometric units whe way that light intensity is measured in, using LUMENS and CANDELAS. When measuring light you can use industry-standard luminous intensity distribution files like: IES CIBSE LTLI all these are very easily atainable from the majority of lighting manufacturers. Lighting can be measured and set to how you want it using these techniques [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=jamescampbell18.wordpress.com&amp;blog=1741697&amp;post=47&amp;subd=jamescampbell18&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<div class="snap_preview">Photometric units  whe way that light intensity is measured in, using LUMENS and CANDELAS. When measuring light you can use industry-standard luminous intensity distribution files like:</p>
<ul>
<li>
<div>IES</div>
</li>
<li>
<div>CIBSE</div>
</li>
<li>
<div>LTLI</div>
</li>
</ul>
<p>all these are very easily atainable from the majority of lighting manufacturers. Lighting can be measured and set to how you want it using these techniques in both a 3d enviroment and the real world.</p></div>
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		<title>Rendering hardware</title>
		<link>http://jamescampbell18.wordpress.com/2008/01/15/rendering-hardware/</link>
		<comments>http://jamescampbell18.wordpress.com/2008/01/15/rendering-hardware/#comments</comments>
		<pubDate>Tue, 15 Jan 2008 11:53:09 +0000</pubDate>
		<dc:creator>jamescampbell18</dc:creator>
				<category><![CDATA[Rendering Hardware]]></category>

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		<description><![CDATA[API? API or Application Programming Interface is a source code interface that operating systems and graphics libraries use to give support to requesting computer programs. GPU? A GPU is a graphics processing unit and is a device used in rendering for personal computers, games consoles and in workstations. The newer GPU’s are much more efficient [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=jamescampbell18.wordpress.com&amp;blog=1741697&amp;post=44&amp;subd=jamescampbell18&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><b><span style="font-family:Tahoma;">API?<br />
</span></b><span style="font-family:Tahoma;"><br />
API or Application Programming Interface is a source code interface that operating systems and graphics libraries use to give support to requesting computer programs.</span></p>
<p><a href="http://jamescampbell18.files.wordpress.com/2008/02/dxglcompare_gang_member.jpg" title="dxglcompare_gang_member.jpg"><img src="http://jamescampbell18.files.wordpress.com/2008/02/dxglcompare_gang_member.thumbnail.jpg?w=495" alt="dxglcompare_gang_member.jpg" /></a></p>
<p><span style="font-family:Tahoma;"></span><b><span style="font-family:Tahoma;">GPU?</span></b></p>
<p><span><span style="font-family:Tahoma;">A GPU is a graphics processing unit and is a device used in rendering for personal computers, games consoles and in workstations. The newer GPU’s are much more efficient at displaying computer graphics than the general use CPU’s.</span></span><br />
This little piece of hardware can process very detailed graphics alot faster so when playing games with intesnly detailed graphipcs theres no comprimise to speed.</p>
<p><a href="http://jamescampbell18.files.wordpress.com/2008/02/gpu-image.jpg" title="gpu-image.jpg"><img src="http://jamescampbell18.files.wordpress.com/2008/02/gpu-image.thumbnail.jpg?w=495" alt="gpu-image.jpg" /></a></p>
<p style="margin:0;" class="MsoNormal"><b><span style="font-family:Tahoma;">What is a shader?</span></b></p>
<p><span style="font-family:Tahoma;">A shader is a set of software instructions that is used by the GPU and 3d rendering programs to create the rendering effects.</span></p>
<p><font face="Times New Roman"> </font><span class="mw-headline"><u><span style="font-family:Tahoma;">Types of shader</span></u></span><u><span style="font-family:Tahoma;"></span></u><span style="font-family:Tahoma;">The DirectX and OpenGL graphic libraries use three types of shaders</span><span><font face="Times New Roman">.<span>          </span></font></span></p>
<ul>
<li class="MsoNormal"><span style="font-family:Tahoma;">Vertex shaders<br />
These can only affect vertices and can only change things about the vertex like colour, position and texture.</span></li>
<li class="MsoNormal"><span style="font-family:Tahoma;">Geometry shaders<br />
Can remove and add vertices from a mesh these shaders can also be used to generate geometry and add volume detail to meshes that would be far to difficult to process with a CPU</span></li>
<li class="MsoNormal"><span style="font-family:Tahoma;">Pixel shaders<br />
Also known as Fragment Shaders, they calculate the colour value of pixels when the different polygons made by the other shaders are rasterized. They’re mainly used in lighting effects and colour toning.</span></li>
</ul>
<p><b><span style="font-family:Tahoma;">What is a render engine?</span></b></p>
<p><b><span style="font-family:Tahoma;"></span></b><span style="font-family:Tahoma;">A rendering engine is basically programmed coding that that makes all the elements of the graphics being input available to see and gives a visual representation of the graphics and all the different elements.</span></p>
<p><span style="font-family:Tahoma;"><br />
</span><b><span style="font-family:Tahoma;">James Clarke</span></b></p>
<p><b><span style="font-family:Tahoma;"></span></b><span style="font-family:Tahoma;">James Clarke is the founder of Silicon Graphics, inc. his research and work helped create the fast rendering technologies to date. He is also one of the main factors in the creation of Netscape and owned the Netscape company.</span></p>
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		<title>John McCarthy</title>
		<link>http://jamescampbell18.wordpress.com/2007/11/20/john-mccarthy/</link>
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		<pubDate>Tue, 20 Nov 2007 10:17:13 +0000</pubDate>
		<dc:creator>jamescampbell18</dc:creator>
				<category><![CDATA[John McCarthy]]></category>

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		<description><![CDATA[After reading the article on http://design.osu.edu/carlson/history/ID797.html i would in my opinion say that John McCarthy was an innovator and an adapter of CGI because he was one of the main contributors of work to Artificial intelligance and was responsible for the coining of the term Artificial Intelligance.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=jamescampbell18.wordpress.com&amp;blog=1741697&amp;post=40&amp;subd=jamescampbell18&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>After reading the article on <a href="http://design.osu.edu/carlson/history/ID797.html">http://design.osu.edu/carlson/history/ID797.html</a> i would in my opinion say that John McCarthy was an innovator and an adapter of CGI because he was one of the main contributors of work to Artificial intelligance and was responsible for the coining of the term Artificial Intelligance.</p>
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		<title>Cartesian Co-ordinate System</title>
		<link>http://jamescampbell18.wordpress.com/2007/11/06/cartesian-co-ordinate-system/</link>
		<comments>http://jamescampbell18.wordpress.com/2007/11/06/cartesian-co-ordinate-system/#comments</comments>
		<pubDate>Tue, 06 Nov 2007 11:34:27 +0000</pubDate>
		<dc:creator>jamescampbell18</dc:creator>
				<category><![CDATA[Cartesian Co-ordinate System]]></category>
		<category><![CDATA[]]></category>
		<category><![CDATA[Descartes]]></category>
		<category><![CDATA[rene]]></category>
		<category><![CDATA[Rene Descartes]]></category>

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		<description><![CDATA[ When working with 3D graphics, we are working with the illusion of 3D space in a two dimensional environment – the computer screen. To allow us to do this, 3D software applications make use of the Cartesian coordinate system to create the illusion of working in three-dimensional space. This is the same coordinate system used [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=jamescampbell18.wordpress.com&amp;blog=1741697&amp;post=35&amp;subd=jamescampbell18&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><font face="TimesNewRoman"></p>
<p align="left"><a href="http://jamescampbell18.files.wordpress.com/2007/11/viewports.jpg" title="viewports.jpg"></a> When working with 3D graphics, we are working with the illusion of 3D space in a</p>
<p align="left">two dimensional environment – the computer screen. To allow us to do this, 3D</p>
<p align="left">software applications make use of the Cartesian coordinate system to create the</p>
<p align="left">illusion of working in three-dimensional space. This is the same coordinate system</p>
<p>used for teaching algebra.</p>
<p>The Cartesian Co-ordinate System was first developed by French mathematician Rene <font face="TimesNewRoman">Descartes in 1673. </font><font face="TimesNewRoman"><font face="TimesNewRoman">He did so in an effort to merge algebra and Euclidean geometry.</font></font><font face="TimesNewRoman"><font face="TimesNewRoman"><a href="http://jamescampbell18.files.wordpress.com/2007/11/descartes.jpg" title="descartes.jpg"><img src="http://jamescampbell18.files.wordpress.com/2007/11/descartes.thumbnail.jpg?w=495" alt="descartes.jpg" /></a></font></font><font face="TimesNewRoman"><font face="TimesNewRoman"><strong></strong><strong><font face="TimesNewRoman,Bold"></p>
<p align="left">2-Dimensional Cartesian coordinate system</p>
<p></font></strong><font face="TimesNewRoman">The 2-dimensional Cartesian system is mostly defined using two </font><strong><font face="TimesNewRoman,Bold">axes</font></strong><font face="TimesNewRoman">, both are</font></font></font></font><font face="TimesNewRoman"></p>
<p align="left">perpendicular to each other and are shown in the diagram below.<font face="TimesNewRoman"> The horizontal axis is labelled </font><strong><font face="TimesNewRoman,Bold">x</font></strong><font face="TimesNewRoman">.The vertical axis is labelled </font></p>
<p></font><strong><font face="TimesNewRoman,Bold">y</font></strong><font face="TimesNewRoman">. These axes form the </font><strong><font face="TimesNewRoman,Bold">xy plane</font></strong><font face="TimesNewRoman">. The arrows on the</font><font face="TimesNewRoman"></p>
<p align="left">axes indicate that they extend forever in the same direction.</p>
<p align="left">This means that a value on the x or y-axis can be positive (+) or negative (-) depending on</p>
<p align="left">its location. The point where these axes meet is known as the origin.</p>
<p align="left"><font face="TimesNewRoman"> This origin represents the centre of the coordinate universe.</font></p>
<p></font><font size="2" face="TimesNewRoman,Bold"><a href="http://jamescampbell18.files.wordpress.com/2007/11/axes.jpg" title="axes.jpg"><strong><img src="http://jamescampbell18.files.wordpress.com/2007/11/axes.jpg?w=495" alt="axes.jpg" /></strong></a></font><font size="2" face="TimesNewRoman,Bold"></font><font size="2" face="TimesNewRoman,Bold"><font face="TimesNewRoman,Bold"></p>
<p align="left"><strong>3-Dimensional Cartesian coordinate system</strong></p>
<p></font></font><font face="TimesNewRoman"></p>
<p align="left">Early in the 19<font size="1" face="TimesNewRoman">th </font><font face="TimesNewRoman">century, the third dimension of measurement </font><font face="TimesNewRoman,Bold">(z) </font><font face="TimesNewRoman">was added</font><font face="TimesNewRoman">.</font></p>
<p></font><font face="TimesNewRoman"> This axis is called the depth axis. This axis runs at right angles to the</font><font face="TimesNewRoman"></p>
<p align="left">xy plane and also extends forever in both directions. It is this third axis that enables</p>
<p>us to locate any point in three-dimensional space.</p>
<p><a href="http://jamescampbell18.files.wordpress.com/2007/11/3daxes.jpg" title="3daxes.jpg"><img src="http://jamescampbell18.files.wordpress.com/2007/11/3daxes.jpg?w=495" alt="3daxes.jpg" /></a></p>
<p><strong><font size="2" face="TimesNewRoman,Bold">3-dimensional Cartesian coordinate system writing in xyz format</font></strong></font><font face="TimesNewRoman"></p>
<p align="left">When trying to find a point in 3D space, it is written using the format (x,y,z).  So, if your trying</p>
<p align="left">to locate a point that is 9 units along the negative x-axis it would be written as(-9), and 10 units along the</p>
<p align="left">positive y-axis would be(10) and 5 units along the negative z-axis (-5), we would display it as</p>
<p>(-9,10,-5)</p>
<p><strong></strong><strong><font face="TimesNewRoman,Bold"></p>
<p align="left">How to remember the directions of the XYZ axes</p>
<p></font></strong></font><font face="TimesNewRoman"></p>
<p align="left">As an aid to remembering the orientation of the x, y and z axes, the <font face="TimesNewRoman,Bold">right-hand rule </font><font face="TimesNewRoman">is used.</font></p>
<p></font><font face="Symbol"></p>
<p align="left">· <font face="Times New Roman">Hold out the right hand flat, with palm facing up.</font></p>
<p></font><font face="Symbol"></p>
<p align="left">· <font face="Times New Roman">Extend your right thumb out to the side, pointing right. This represents the x axis.</font></p>
<p></font><font face="Symbol"></p>
<p align="left">· <font face="TimesNewRoman"><font face="Times New Roman">Leave your index finger extended fully pointing away from you. This represents the y axis</font></font></p>
<p></font><font face="Symbol">· </font><font face="TimesNewRoman"><font face="Times New Roman">Point your middle finger to the sky. This represents the z-axis.</font></font><font face="TimesNewRoman"></p>
<p align="left">The direction that your fingers are pointing also represents the positive orientation of</p>
<p>each of the axes. This system is called a <font face="TimesNewRoman,Bold">right-handed coordinate system</font><font face="TimesNewRoman">.</font></p>
<p></font><font face="TimesNewRoman"></font><font face="TimesNewRoman"><strong></strong></font><font face="TimesNewRoman"><strong><font face="TimesNewRoman,Bold"></p>
<p align="left">The Cartesian coordinate system in 3D graphics software</p>
<p></font></strong></font><font face="TimesNewRoman"></p>
<p align="left">Most 3D software applications present us with multiple views of the coordinate</p>
<p align="left">system at the same time. In 3DS Max, these views based on the Cartesian coordinate</p>
<p>system are called Viewports</p>
<p><a href="http://jamescampbell18.files.wordpress.com/2007/11/viewports.jpg" title="viewports.jpg"><img src="http://jamescampbell18.files.wordpress.com/2007/11/viewports.thumbnail.jpg?w=495" alt="viewports.jpg" /></a></p>
<p><font face="TimesNewRoman">The Top, Front and Left views are known as </font><font face="TimesNewRoman,Bold">orthographic </font><font face="TimesNewRoman">or </font><font face="TimesNewRoman,Bold">schematic </font><font face="TimesNewRoman">Viewports as they only display 2 axes at</font></font><font face="TimesNewRoman"></p>
<p align="left">the same time. The Perspective Viewport presents a more 3-dimensional view</p>
<p>because it displays all three (x, y and z) axes at the same time.</p>
<p>(Some examples and images taken from the synergylearning  studant material)</p>
<p><a href="http://www.synergy-learning.com/">http://www.synergy-learning.com/</a></p>
<p></font></p>
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