Friday, 10 May 2013

1. Applications of 3D

T h e  i n t r o d u c t i o n  o f  3 D
The very first 3D creation was infact not a film, or a game. Actually, the idea of creating 3D games or films was unheard of- video games themselves were non existant, and animation in film was no more advanced than a flip book! David Brewster was the first to introduce the illullusion of 3D with his steroscope device in 1844. The images he could produce with this device are similar to the 3D images we sometimes see printed on bookmarks and posters.Though this is not exactly the same as the types of 3D we see and use today, it still bares the link, and is an important milestone as the first use of displaying an image in 3 dimentions.


(A stereoscope would take 3 pictures in different angles, and layer them so that the was you could see changed depending on your angle, giving an impression of 3D)

The word 'stereo', meaning coming from 2 or more, here refers to the 3 dimentions. The word is also evident in 'stereogram', whereby you can see a 3D image jump out of the screen by focusing your eyes correctly.


(A stereogram: Go cross-eyed and wait for the picture to leap out)

It's interesting stuff; but not quite what we're looking for. The fact that we could produce 3D images at all made the idea of making more realistic and interactive virtual imagry even more appealing. And this is where cgi (computer generated imagry) comes into play.

The first use of cgi was in 1972 and was by Edwin Catmull and Fred Parke. Nothing else like this existed at the time;  Catmull had to create his own program to render out the secuence, meaning he needed to have both the technical and artistic skills to make it work. The hand model consisted of 350 polygons and was laboriously rendered out as the world's first ever computerised digital animation.

Unsurprisingly, Edwin Catmull actually went on to found pixar just a few years later.

(The world's first 3D cgi)

G a m e s
3D gaming had always been something with many obstricles- a fast memory is required for a computer to be able to render out a sequence in realtime and, this alone, created a big problem. Even for the less detailed models with fewer polygons. To combat this issue of having to load in realtime, Monster Maze pre-rendered each turn for the 16 x 16 cell randomly generated maze. All the computer had to do was play a pre recorded 3D animation sequence when the button was pressed, giving the illussion of realtime 3D. The game was released for the Sinclair ZX81 platform in 1981 by Malcolm Evans.

(3D monster maze; 1981)

By the fifth generation in the video game timeline, more and more games were either being soley produced in 3D computerised graphics or old games being transferred or remade using the new technology now available. Games such as 'super mario 64', and 'the legend of zelda'. Games like this were revolutionary.

(Super mario 64)

(The legend of Zelda)

As well as this, CDs were becoming increasingly popular over cartridges, which usually allowed for more space, and, hence, a more complex rendering system which could be fully utilized to hold 3D cgi.

3D games were widely marketed, and people enjoyed the ability to be able to wander freely around the world in any direction, making the player feel more immersed in the virtual envioronment. It was clear that people wanted more of this, as it was a big selling, and turning profits. With this, the focus on outdated, more retro side-scrolling, top-down and rail-style styles started to turn, giving enterence to more advanced games and even new genres which couldn't really be brought to their full potential before.

(GoldenEye 007 - 1997)

Of course, even games like GoldenEye which were considered amazing when they were first released, appear as old and undeatailed today in terms of graphics. The demand for more realistic games has never been higher, but the graphics can only evolve as fast as the technology.

Just a few years ago we might’ve considered games such as Zoo Tycoon and Lara Croft to be realistic, where surfaces are painted as flat textures onto large polygons. Of course, the computers in modern day can now handle much more and so the graphics have been able to become more detailed; so detailed in fact they can almost be considered as convincing as photographs.. We have also uncovered new ways to create the light and shadow; now using a 3 point bounce system where we previously used only a 2 point bounce system. Because of this we now have games such as Heavy rain, Fifa, Pgr4 etc..



The use of hyper-realism now involved in most modern games, has given way to a new type of intereactive video game. Games such as Batman begins and uncharted are half film, half game! With cutscenes inbertween game play, it's a cross between the two, and with ever advancing technology, we're seeing this kind of game more and more.
As for what the future holds, well developers are actually considering the possibility of being able to realistically map and texture the player as a character in-game. Currently, while this is possible, it involves the precise image capture of the person from 360 degrees of angle, and of course, this would not be practical. Where this to come into our home consoles, it would need to incorporate a complex algorithm, able to first identify and then calculate the value of a face from different angles with a limited amount of reference.




F i l m & T V
Animation is widely used in todays films. It is sometimes used for a completely 3D movie with no real people involved, sometimes it is combined and overlayed with real video footage to make it more realistic. Often though, an animated character will be made to appear as real, and will act alongside the real characters. This means that the actors must imagine the character which is apparently stood infront of them, as this will be added in the final cut.

(An example of this kind of thing is in 'Rise of the planet of the apes')

Some animations in film these days are very, very realistic. In games, we are limited to how detailed we can make a character due to the demand for real time rendering. As a film is all pre-rendered, however, we are much more capable of adding mass amounts of detail. So much, infact, that some have gone so far as to have each hair individually placed onto the model- Such as 'Life of Pi'.

('Life of Pi' uses a mixture of both real footage of tigers, and models. It's difficult to tell them apart!)

As well as charatcer animation, there is also environment animation to consider. This is often utilized in tricky situations where the landscape would be too dangerous or difficult to film in. 'Life of pi' is another good example in this case; filming in the middle of the real sea would've been far too difficult and risky, so instead, they did it in a studio with wind simulators and levers to make the boat rock. They added the water later on.

('Life of pi': The ripples and lighting effects are all important factors in making it realistic.)



Animation techniques are also often applied to television media- they are sometimes used as special effects in programs such as 'Doctor who' and 'Being human', but animation in series like this is limited due to the high costs involved.
In adverts, animation is very popular. It was used it 'Compare the market' 's advert featuring a meerkat. The concept have proven itself by becoming one of the nation's most well known and loved advert characters. Animated characters like this are good for adverts as a certain charm can be captured that wouldn't be able to be produced elsewhere- this captures the audiences imagination and keeps it memorable.

(www.comparethemeerkat.com - Simples! ;D)

P r o d u c t  D e s i g n
3D product design is sometimes used as an alternative for a physical prototype, or is created in the stages before. Though not all products need to go though the process of digital realisation, it is often very beneficial to do so. Making the product in a virtual environment rather than physically means that only one needs to be made which can then be altered and changed as needed without having to change the whole thing.

Because it's a file, it can be sent to other people, who can then view it from all different angles, rather than having to make individual prototypes for each person. It can be retextured so that you can see what it will look like in different colours and skins with just a few clicks of a button.

Not only is this a very efficient process, but it also reduces costs as only one of them, ever has to be made.

Sometimes, this is referred to as industrial design combined with CAD (Computer aided design). It can help to test aesthetics, ergonomics, functionality and general usability of a product in design. A lot of products on the market will have gone though this process, but an example is an iphone. The process of making the virtual iphone prototype would have included a design pack like this:


Followed by the actual execution and production of the 3D model:


E d u c a t i o n
Though reletively new, there are now businesses setting up virtual environments in which you can roam around and see things from a first point view perspective, as opposed to just having to learn off flat images and diagrams. This seems like a nice idea, but is it really as good as it sounds or just a money making scheme?

www.gaia3d.com says 'Visual learning plays a key role in the teaching and learning process. Gaia 3D is the new generation 3D solution that allows you to explore new frontiers. A tool to enhance the work you do in the classroom. Gaia 3D helps teachers to teach those ‘hard to reach’ concepts whilst engaging students and bringing lesson content to life.
The 3D learning experience places students in virtual environments, allowing them to walk down a street in ancient Rome, visit the outer reaches of the universe or move through the chambers of a beating heart.'
Using this as an aid in the classroom is one option, however the potential of using this as a medical equipment is clear. By making a heart simulation on screen, students would be able to test on the heart, seeing how it would react, as well as being able to explore at a micro level right inside and around the heart, something which normally would be impossible. Something like this could save lives.
http://www.3dmedicaleducation.co.uk/ and http://www.3d4medical.com/ are both businesses which specilise is exactly that. As well as building the 3D models, they must also have some engineer inside them controlling the way they behave. The person making these models must have both the technical skills, artistic ability, and anatomical knowledge to bring it all together and make it work.
As well as a first person view point whee you could wander around, there are also fly thoughs of the organs, giving a quick and clear overview.
You would think something like this would be expensive, but it's not! Simple versions are often available for free, infact, and available on the internet over unity webplayer, or as an app on any smart device.
the apps
(The muscular arrangement in a human, available to view like never before, from any angle or perspective.)

A r c h i t e c t u r e

Architecture is often used to produce 3D models of a building or particular environment. These are usually produced within the planning stage when the layout and design is still being decided. Like in the product design, this is very useful for testing out different variations without having to build a house for real and knock it down again unitl it's right! Although the design could be done in 2D, only 3D gives the impression of the environment from different perspectives, as it would be seen.



Things like these can be built using programs such as lightwave or maya.

Flythoughs or first person walk thoughs are sometimes rendered out in order to give the user a better idea of how it will feel in real life, when the real things actually get's built.

W e b

 Some great examples of how animation is used on websites includes:

http://www.clicktorelease.com/code/blocky_earth/
http://www.artfolio.de/galerie3d.php
http://www.biliouris.gr/files/avles/

But not only full feature websites themselves, 3D technologoy is often used in adverts on webpages. The 3D feature of them makes them often interactive and engaging. And a bit more eye catching than the typical 2D banner.

Images:
http://www.stereo.canonia.pl/gr/holmes350.jpg
http://www.eyecanlearn.com/random7.jpg
http://www.caiman.us/freepix/1053-2.jpg
http://www.thesixthaxis.com/wp-content/uploads/2010/09/mario1.jpg
http://www.3dsbuzz.com/wp-content/uploads/2011/06/Linkawakensin3d.jpg
http://deltagamer.com/wp-content/uploads/2011/07/GoldenEye-007-Reloaded-Airfield-FPS-AR-with-scope.jpg
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEtA64Ut9hKRAe0wG47ZGmmROklVTQX7M_0sQNmksAGqKbzrNHNa86zYnr8kgRMP0AvYNEORNOfHTaXN4T8ffOGzLo_QgAz5Io3g44TMLNFqEp3Y03xLxxjGynaA9bkofqVulbipUmgEs/s400/Rise+of+Planet+of+Apes1.jpg
http://thelexicinema.co.uk/wp-content/uploads/2012/11/life_of_pi_8.jpg
http://thefilmexperience.net/storage/2012/lifeofpi-water.jpg?__SQUARESPACE_CACHEVERSION=1357494496918
http://www.fastcocreate.com/multisite_files/cocreate/imagecache/slideshow-large/slideshow/2012/11/1682006-slide-slide-9-life-of-pi-making-of.jpg
http://theinspirationroom.com/daily/interactive/2010/3/compare_the_meerkat_site.jpg
http://obamapacman.com/wp-content/uploads/2011/10/iPhone-5-vs-iPhone-4s-CAD-mockup.jpg
http://preview.turbosquid.com/Preview/2012/01/25__08_05_00/iphonecad7.jpgbb9b1e69-15a6-4094-ac33-2579bb23f191Large.jpg
http://applications.3d4medical.com/images/muscle/ipad-video.jpg
http://www.panebianco3d.com/images/architecture-pescara.gif
http://www.icreate3dmodelling.co.uk/3D-images/3D-architecture-renderings2.jpg

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