What is 3D Computer Graphics all about?

The field of 3D graphics is the most math-intensive method that humans have devised for creating art. This course will make heavy use of trigonometry and linear algebra.

The study begins with trying to model real-world interactions between light and the real world. Since modern computers cannot simulate the real world in real-time, huge branches of the field deal with optimization and design trade-offs.

The field of 3D graphics is very diverse. It requires multiple disciplines, including Software Engineering, Mathematics, Painting, Sculpting, Story-Telling, Hardware Engineering, Optics, Human Physiology, and Physics. Most practitioners are interested in more than one of these areas.

This course will focus primarily on 3D graphics for motion pictures and special effects. Most of what we cover also applies to video games as well.

3D Graphics Pipeline

The image below shows a 'Pipeline' of activities that take place to create a single shot for a 3D animation. pipeline

We will touch on all of these steps in this class.

Know the following definitions:

Definitions

Many of the following terms have multiple meanings in the graphics industry. We will be using the following definitions in this class:

We will generally set up Blender to produce a single shot of video at a time. The shots will be spliced together into scenes using different tools.


Introduction to Blender

We are going to jump directly into creating graphics in this class. Our primary modeling program is 'Blender'. Blender is a free and open-source 3D graphics software application. It can be used for most of the big steps in the 3D graphics pipeline: modeling, rigging, skinning, animating, simulations, texturing, match moving, and compositing.

Blender is available under the GNU General Public license. All end-users have the right to use, share, and modify this software free of charge.

The version installed on the lab computers is Blender 2.68a for Windows 32-bit. If you install this software on your personal computer, please install the same version to minimize any differences. The same version is also available for Linux.

We are going to walk through how to use Blender in class. This information is covered extremely well in the six online tutorials at this website: http://cgcookie.com/blender/cgc-courses/blender-basics-introduction-for-beginners/

The first two videos will get you up-to-speed with today's class. We will go over Modeling (#3) next time.

  1. Downloading and Installing
  2. Interface and Navigation
  3. Modeling

There is a good written tutorial here.

Here are some good Blender reference-sheets. Note that these are from earlier versions. Some key-mappings may have changed:

The complete Blender 2.6 manual is online here.


Blender Display

The default Blender display is shown below. There are five 'Display Regions' that come up by default. These can be removed, resized, and changed. Blender default screen

Use the image below as a reference:

Blender default screen
  1. This exercise is to start getting used to using Blender. Be sure that you can do each of the following:
    • Modify the Display regions:
      • Identify the 5 that come up by default
      • Change their sizes
      • Set them all to '3D View'
      • Open and close the 'Tool Shelf' and 'Properties' controls on the left and right of the 3D View (Use the '+' icons; press 't' and 'n')
      • Reset them to Info, 3D View, Timeline, Outliner, and Properties
      • Create a new Display area below the Timeline
      • Remove as many Display areas as you can. What is the minimum number?
    • Move the User's Perspective of the default cube:
      • Rotate (MMB)
      • Pan (Shift-MMB)
      • Zoom (Mouse wheel)
      • Zoom (Ctrl-MMB)
      • (Numpad 2,4,6,8)
      • (Numpad Ctrl-2,4,6,8)
    • Select different objects (RMB)
    • Select multiple objects (Shift-RMB)
    • Look through the virtual camera vice the User's Perspective (View menu; Numpad 0)
    • Switch to Front/Right/Top views (Numpad 1,3,7)
    • Select the cube (RMB)
    • Translate the cube (Use RGB arrows; G, move mouse, LMB to confirm; Properties tab)
    • Rotate the cube (R, move mouse, LMB to confirm)
    • Scale the cube (S, move mouse, LMB to confirm)
    • Delete the cube (RMB->Delete in the outliner)
    • Create a new cube (Space, type 'cube', select 'Add Cube')
    • Create a sphere (Space, type 'sphere', select 'Add UV Sphere')
    • Create a torus (Space, type 'torus', select 'Add torus')
    • Create a new cube (Add->Mesh->Cube)
    • Create a new cube (Shift-A, Mesh->Cube)
    • Using the translate manipulators, put the torus on top of the cube and the sphere on top of the torus. Hint - use Numpad 1, 3 & 7 to switch views so that you can translate them more easily.
    • Build a pyramid of cubes

There is nothing to hand in for this exercise. In out next class, we will begin building models with Blender. You need to be ready to perform all of the basic skills above before class begins.

EXPECT A TIMED SKILLS TEST ON THE ABOVE.