Day 1 - Graphics Problem & Intro to Modeling
3 Parts of this Course
- Learning to be a 3D artist
- Deep to the GPU
- Ray Tracing
Fundamental problem in Graphics
Avogadro's number is the amount of particles in 12 grams of carbon, 6e23, 6x10^23
If we want to simulate 10x23 particles in real time...what kind of computer would we need?
24 fps x 10^23 particles @ 3Ghz per machine... It would take 8x10^14 computers to do this in real time.
Even with the help of your 150 friends on Facebook and 8 cores per machine, it would still take 666,666,666,667 seconds, or 11111111111 minutes to do this computation. That equals 185185185 hours or 7716049 days or 21139 years or 21 millennia.
The fundamental problem in graphics? We can't just use chemistry and physics Thus: In graphics EVERYTHING is a simplification. On other words, in graphics everything has to be optimized.
Intro to Blender - Simplification as Surfaces
We start with a cube, a camera, and a light. For new we'll delete the camera and light (right click to select them, hit delete, click "delete").
- Tab into edit mode
3 Ways to edit a model: as vertices, as edges, or as faces.
- "A" key to select/deslect all
When an element is selected we see handles. These are displayed in RGB
Red -> X axis
Green -> Y axis
Blue -> Z axis
There are three major transforms in blender (and corresponding 3D editing software). Later in this course we will cover how to implement these transform in code using linear algebra.
- Translate or move (g hotkey)
- Scale or shrink/grow (s hotkey)
- Rotate (r hotkey)
The biggest mistake in modeling
Don't forget to look at source material!!
Methods to add geometry
We can't translate, scale, and rotate a cube into an interesting model. We need to add geometry we can sculpt into something interesting. Some ways to add geometry to a model include:
- Add a new primitive
- Cutting (e.g. loop, cut, and slide)