Simple 3d Rendering

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I am very happy to present you this time a tutorial on architecture visualization by Armir Shapallo and Dimitrios Kalemis from the 'PHORMIN – Architektur und Digitale Kunst' , based in Munich, Germany. International english keyboard vs british.

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They describe their work for a competition which was actually published several times! Interesting is the fact that they worked with a quite simple 3D Model and put in more effort in the post production with Photoshop which gave them a lot of flexbility as they describe.

We would like to present you in this tutorial the most important steps to create your digital visualization of the 'Pilgrim Tower'. Here we want to set the focus rather on the creative and artistic approach than on the technical know how.

The work was created for an international creative competition 'Unbuilt Visions' where the act of pilgrimage should be expressed in an architectural concept. Obviously the project is influenced by a philosophical idea and borders on utopial.

The following examples of architecture influenced our creative design process. We looked for landscape photos and mystic locations. We decided at the very beginning that the final image most important element will be the tower, the landscape and the people.

To develop a sculptural idea of pilgrimage we collected a lot of images and photos which should stand for the athmosphere to support our creative process. The painting 'La tour de Babel' from Joos II De Momper (17th century) inspired us the most starting from the early design process all the way to the final images.

Joos II De Momper (1564-1635),
Quelle: http://commons.wikimedia.org/wiki/File:Joos_De_Momper_-_La_tour_de_Babel.JPG

We decided to use Rhino 3D for the modelling process because the tool offers a lot of flexibility when it comes to creating free and creative shapes and forms. We concentrated here on the building fascade, construcion and the ramps as vertical connections.

The defintion of the perspective view is quite important for the final image. Most of the time 3D artists concentrate on modelling directly with one main perspective view in mind, which is a limitation when it comes to pick a proper view at the end. We prefer to directly model the building completely to be flexible in the later project stages.

After modelling the building in Rhino 3D we use for the next phases – the visualization – Cinema 4D in combination with the render engine Vray. The following screenshots show the most relevant render settings which were defined in Cinema 4D and Vray. As you can see the settings are quite basic. We try to keep it as simple as possible when it comes to architectural visualizations for competitions simply due to the lack of time.

We chose to render the different parts of the building seperately with alpha channel and merged them later in Photoshop. This gave us a lot of flexibility to change the look of the image in Photoshop without any additional work.

3d Rendering Sketchup

We put together the single renderings in Photoshop by useing the eraser and different kind of brushes. We also played around with the opacity of the layers to test the look of the image. We found that this was a very effective way of the design process because you got instant results!

We still had a key problem: The material of the tower! Based on our design process we thought on some kind of mud-walled architecture, but it would have been too time consuming to render all the images again. So we decided to change the color and overall look in Photoshop. This was really helpful because you have a lot of flexibility in Photoshop to test and find the best color.

Obviously you have more options when it comes to materials, textures, reflections and light settings, but for our kind of building and visualization this approach in photoshop was perfect.

The location is a very important element of the complete idea and should support the sculptural character of the tower. It was hard for us to find good background images online that stood for the landscape we had in our mind. Luckily one of our friends – a photographer – supported us with some great photos he took in Albania. We only had to change minor things and recognized that these images support our idea perfectly. Big thanks therefore to Enri Canja: www.enricanaj.com

To place the tower on the right side of the image was a very conscious decision. The human eye is used to look from the left to the right side in our culture area. If an object is located at the right side it will be seen as more important which results in an more harmonious image.
Now we had the tower and the landscape which was a key element as well. The only missing part were the pilgrims! We found quite a lot of good images that could be used for our images so we used these to merge it with our scenery. With all the different kind of people the image supports a feeling of cultural diversity.

We added several more effects with the clouded sky, the mountain top, the foggy city and the blurred rotation of a crowd at the bottom of the tower. We tried to create a 'human landscape' in front of the tower in combination with a surreal athmosphere.

For the final image we only made some adjustments regarding color, contrast, satturation etc.

Here you see two images that give a detailed look on two important parts of the image:

To turn an idea into an architectural visualization like this not only the technical know how is important, but even more the skill develop a strong idea. For this process we used exemplary images and a visual vision from the very beginning which helped us to create this special athosphere for an architectural concept.

Find more images of the project at our website over at:
www.phormin.de
We really hope that you like this tutorial!
The Phormin Team,
Armir Shapllo, Dimitrios Kalemis

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3D rendering is the 3D computer graphics process of converting 3D models into 2D images on a computer. 3D renders may include photorealistic effects or non-photorealistic styles.

Rendering methods[edit]

A photorealistic 3D render of 6 computer fans using radiosity rendering, DOF and procedural materials

Rendering is the final process of creating the actual 2D image or animation from the prepared scene. This can be compared to taking a photo or filming the scene after the setup is finished in real life.[1] Several different, and often specialized, rendering methods have been developed. These range from the distinctly non-realistic wireframe rendering through polygon-based rendering, to more advanced techniques such as: scanline rendering, ray tracing, or radiosity. Rendering may take from fractions of a second to days for a single image/frame. In general, different methods are better suited for either photorealistic rendering, or real-time rendering.[2]

Real-time[edit]

A screenshot from Second Life, a 2003 online virtual world which renders frames in real-time

Rendering for interactive media, such as games and simulations, is calculated and displayed in real time, at rates of approximately 20 to 120 frames per second. In real-time rendering, the goal is to show as much information as possible as the eye can process in a fraction of a second (a.k.a. 'in one frame': In the case of a 30 frame-per-second animation, a frame encompasses one 30th of a second).

The primary goal is to achieve an as high as possible degree of photorealism at an acceptable minimum rendering speed (usually 24 frames per second, as that is the minimum the human eye needs to see to successfully create the illusion of movement). In fact, exploitations can be applied in the way the eye 'perceives' the world, and as a result, the final image presented is not necessarily that of the real world, but one close enough for the human eye to tolerate.

Rendering software may simulate such visual effects as lens flares, depth of field or motion blur. These are attempts to simulate visual phenomena resulting from the optical characteristics of cameras and of the human eye. These effects can lend an element of realism to a scene, even if the effect is merely a simulated artifact of a camera. This is the basic method employed in games, interactive worlds and VRML.

The rapid increase in computer processing power has allowed a progressively higher degree of realism even for real-time rendering, including techniques such as HDR rendering. Real-time rendering is often polygonal and aided by the computer's GPU.[3]

Non real-time[edit]

An example of a ray-traced image that typically takes seconds or minutes to render
Computer-generated image (CGI) created by Gilles Tran

Animations for non-interactive media, such as feature films and video, can take much more time to render.[4] Non real-time rendering enables the leveraging of limited processing power in order to obtain higher image quality. Rendering times for individual frames may vary from a few seconds to several days for complex scenes. Rendered frames are stored on a hard disk, then transferred to other media such as motion picture film or optical disk. These frames are then displayed sequentially at high frame rates, typically 24, 25, or 30 frames per second (fps), to achieve the illusion of movement.

When the goal is photo-realism, techniques such as ray tracing, path tracing, photon mapping or radiosity are employed. This is the basic method employed in digital media and artistic works. Techniques have been developed for the purpose of simulating other naturally occurring effects, such as the interaction of light with various forms of matter. Examples of such techniques include particle systems (which can simulate rain, smoke, or fire), volumetric sampling (to simulate fog, dust and other spatial atmospheric effects), caustics (to simulate light focusing by uneven light-refracting surfaces, such as the light ripples seen on the bottom of a swimming pool), and subsurface scattering (to simulate light reflecting inside the volumes of solid objects, such as human skin).

The rendering process is computationally expensive, given the complex variety of physical processes being simulated. Computer processing power has increased rapidly over the years, allowing for a progressively higher degree of realistic rendering. Film studios that produce computer-generated animations typically make use of a render farm to generate images in a timely manner. However, falling hardware costs mean that it is entirely possible to create small amounts of 3D animation on a home computer system. The output of the renderer is often used as only one small part of a completed motion-picture scene. Many layers of material may be rendered separately and integrated into the final shot using compositing software.

Simple 3d Rendering

Reflection and shading models[edit]

Models of reflection/scattering and shading are used to describe the appearance of a surface. Although these issues may seem like problems all on their own, they are studied almost exclusively within the context of rendering. Modern 3D computer graphics rely heavily on a simplified reflection model called the Phong reflection model (not to be confused with Phong shading). In the refraction of light, an important concept is the refractive index; in most 3D programming implementations, the term for this value is 'index of refraction' (usually shortened to IOR).

Shading can be broken down into two different techniques, which are often studied independently:

  • Surface shading - how light spreads across a surface (mostly used in scanline rendering for real-time 3D rendering in video games)
  • Reflection/scattering - how light interacts with a surface at a given point (mostly used in ray-traced renders for non real-time photorealistic and artistic 3D rendering in both CGI still 3D images and CGI non-interactive 3D animations)

Surface shading algorithms[edit]

Popular surface shading algorithms in 3D computer graphics include:

  • Flat shading: a technique that shades each polygon of an object based on the polygon's 'normal' and the position and intensity of a light source
  • Gouraud shading: invented by H. Gouraud in 1971; a fast and resource-conscious vertex shading technique used to simulate smoothly shaded surfaces
  • Phong shading: invented by Bui Tuong Phong; used to simulate specular highlights and smooth shaded surfaces

Reflection[edit]

The Utah teapot with green lighting

Reflection or scattering is the relationship between the incoming and outgoing illumination at a given point. Descriptions of scattering are usually given in terms of a bidirectional scattering distribution function or BSDF.[5]

Shading[edit]

Shading addresses how different types of scattering are distributed across the surface (i.e., which scattering function applies where). 30 shortcut keys in computer. Descriptions of this kind are typically expressed with a program called a shader.[6] A simple example of shading is texture mapping, which uses an image to specify the diffuse color at each point on a surface, giving it more apparent detail.

Some shading techniques include:

  • Bump mapping: Invented by Jim Blinn, a normal-perturbation technique used to simulate wrinkled surfaces.[7]
  • Cel shading: A technique used to imitate the look of hand-drawn animation.

Transport[edit]

Transport describes how illumination in a scene gets from one place to another. Visibility is a major component of light transport.

Projection[edit]

Perspective projection

The shaded three-dimensional objects must be flattened so that the display device - namely a monitor - can display it in only two dimensions, this process is called 3D projection. This is done using projection and, for most applications, perspective projection. The basic idea behind perspective projection is that objects that are further away are made smaller in relation to those that are closer to the eye. Programs produce perspective by multiplying a dilation constant raised to the power of the negative of the distance from the observer. A dilation constant of one means that there is no perspective. High dilation constants can cause a 'fish-eye' effect in which image distortion begins to occur. Orthographic projection is used mainly in CAD or CAM applications where scientific modeling requires precise measurements and preservation of the third dimension.

3d Rendering Architecture

See also[edit]

  • Graphics processing unit (GPU)

Notes and references[edit]

  1. ^Badler, Norman I. '3D Object Modeling Lecture Series'(PDF). University of North Carolina at Chapel Hill.
  2. ^'Non-Photorealistic Rendering'. Duke University. Retrieved 2018-07-23.
  3. ^'The Science of 3D Rendering'. The Institute for Digital Archaeology. Retrieved 2019-01-19.
  4. ^Christensen, Per H.; Jarosz, Wojciech. 'The Path to Path-Traced Movies'(PDF).
  5. ^'Fundamentals of Rendering - Reflectance Functions'(PDF). Ohio State University.
  6. ^The word shader is sometimes also used for programs that describe local geometric variation.
  7. ^'Bump Mapping'. web.cs.wpi.edu. Retrieved 2018-07-23.

External links[edit]

Simple 3d Rendering Software

  • History of Computer Graphics series of articles (Wayback Machine copy)

3d Rendering Software

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