User:Cennaroll/3D computer graphics

Lead
Revised- 3D computer graphics, sometimes called CGI, 3-D-CGI or three-dimensional 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 digital images.

3-D computer graphics, despite to what the name suggests, are most often displayed on two-dimensional displays. such as 3D films and similar techniques are 2D but with the help of visual depth and effects it can give the appearance of 3 dimensional objects.

3D graphics and 2D graphics typically use completely different methods and formats for creation and rendering. However, 3D graphics uses some aspects of 2D graphics to help render objects and techniques and vice versa. 3-D computer graphics also rely on many of the same algorithms as 2-D computer vector graphics.

Objects in 3-D computer graphics are often referred to as 3-D models. A 3-D model is a mathematical representation of any three-dimensional object; a model is not technically a graphic until it is displayed. A model can be displayed visually as a two-dimensional image through a process called 3-D rendering, or it can be used in non-graphical computer simulations and calculations. 3D printing is another element of 3D graphics, that creates a physical representation of themselves, with some limitations.

History- revised
Revised- In 1960 Ivan Sutherland introduces a sketchpad as the first graphic design interfaces. During this time frame 3D modeling was very restricted as it was a highly complex and expensive. In 1961 the Sketchpad launch and ran on TX-1 a computer at MIT. I

n 1968 Sutherland opened the first ever department of computer technologies at the University of Utah with his partner David Evans, where they recruited hundreds of students to develop the sketch pad and 3D modeling further.

Eventually in 1968 they were able to open the first 3D graphics company to be founded. Evan and Sutherland's achievements paved the way for more people to get into the 3D graphic industry.

By the 1970s, a lot more new companies were created and established to better the design software for user needs. And with a lot more competition ADAM (Automated Drafting and Machine) was created. ADAM was a software that could be used on multiple systems at the same time. In the 1980s 3D modeling software was a big want for consumers.

In 1981 IBM (International Business Machines) launched their first personal computer. This led to a widespread of CAD usage in business operations in aerospace, automotives, etc.

In 1983 AutoCAD was launch, AutoCAD was more of a 2D designing software, but it was important for the growth and development for 3D software.

The 1990s was the peak for CAD software, it became standard practice for industries designing products. CAD prices eventually dropped allowing access for freelancers, smaller companies, and even hobbyists had access. 3D modeling was so popular among all user (intermediate to beginner) It eventually it became part of universities' curriculum allowing it became something you can get taught and certified for.

Towards the end of the 1990s, software companies created a new evolution to 3D modeling called 3D printing.

Overview
Revised- 3-D computer graphics production workflow falls into three basic phases. 3D Modeling. Layout and Animations and 3D rendering.

The first phase is '3D modeling,' which is the process of forming the shape of an object. Models can be a real-life object scanned into a computer with special tools, or models can be created with a simulation within a computer software. Some popular software used for 3D modeling is the Polygonal Modeling, the Patch Modeling and the NURBS Modeling. With 3D modeling it uses a series of polygon shapes to structure the model. A polygon is a flat geometric figure with at least 4 angles, that 3D artist uses to form or to build a detailed 3D model and or objects.

The second phase is the 'Layout and Animation,' which is the placement and movement of objects within a scene. Before rendering into an image, objects must be laid out in a 3D scene. This defines the spatial relationships between the object, the location and size. Animation refers to the temporal description of an object (i.e., how it moves and deforms over time). Some popular methods being Keyframing, inverse kinematics, and motion-capture. These methods and techniques are used in a combination to create movement within the screen.

And lastly the third phase is 3D rendering. Rendering converts a model into an image either by simulating light transport to get photo-realistic images, or by applying an art style as in non-photorealistic rendering. The two basic operations in realistic rendering are transport (how much light gets from one place to another) and scattering (how surfaces interact with light).

This step is usually performed using 3-D computer graphics software or a 3-D graphics API. Altering the scene into a suitable form for rendering also involves 3-D projection, which displays a three-dimensional image in two dimensions. Although 3-D modeling and CAD software may perform 3-D rendering as well (e.g., Autodesk 3ds Max or Blender), exclusive 3-D rendering software also exists (e.g., OTOY's Octane Rendering Engine, Maxon's Redshift). {ENTER "Examples of 3D rendering"}