3D Modeling Previously
3D计算方法汇总
3D计算方法汇总随着计算机技术的不断发展,3D计算已经成为了许多领域的重要组成部分。
从电影制作到游戏设计,从机械工程到建筑设计,3D计算都发挥着重要的作用。
本文将汇总一些常用的3D计算方法,以及它们在不同应用领域的应用。
1. 多边形网格建模方法(Polygon Mesh Modeling)多边形网格建模是3D计算中最常用的方法之一、它通过将物体表面拆分成许多小的多边形来表现物体的形状。
这些多边形通常是三角形,因为三角形是最简单的多边形。
多边形网格建模方法可以用于创建复杂的物体,如人物角色、汽车等。
2. 曲面建模方法(Surface Modeling)曲面建模是一种基于曲面数学的3D计算方法。
它可以创建平滑和曲线的物体,如汽车表面、船体等。
曲面建模方法通常使用数学公式来描述曲面,在计算机上生成曲面。
3. 体素建模方法(Voxel Modeling)体素建模是一种基于体素的3D计算方法。
体素是三维空间中的一个八方格点,类似于像素是二维空间中的一个点。
体素建模方法将物体划分成许多小的体素,并为每个体素分配属性(如颜色、材质等),从而创建出三维物体的表示。
4. 辅助建模方法(Procedural Modeling)辅助建模是一种通过程序生成物体的3D计算方法。
它使用一组规则和参数来生成物体的形状和结构。
辅助建模方法可以用于创建复杂的物体,如城市景观、植被等。
5. 渲染方法(Rendering)渲染是将计算机生成的三维模型转化为最终图像的过程。
渲染方法包括光线追踪、光照模型、纹理映射等技术。
这些技术可以模拟真实世界中的光照和材质属性,使得计算机生成的图像更加逼真和细致。
6. 动画方法(Animation)动画是给物体赋予运动的过程。
动画方法可以通过在不同时间点上对物体的属性进行插值来模拟物体的运动,如平移、旋转等。
动画方法还可以实现更复杂的运动,如形变、碰撞等。
7. 物理模拟方法(Physical Simulation)物理模拟是通过模拟物理规律来模拟物体的行为。
3D打印基础理论
(1)实体建模(Solid Modeling) 是指通过数学上定义的几何信息和位相数据展现出
三维形状的建模方式,最常用的是边界描述法和构造实 体几何法。实体建模一般用于设计规则的几何形状,它 包含了实心的数据,具有体积等数据,能够满足物理性 能计算,还可以通过定义实际使用的材料来计算出质量、 重力等属性及进行工程需求的分析。如图2.l所示为采用 UG创建的实体模型。
第2章 3D打印基础理论
2.1 数字建模
三维模型的获取是3D 打印实现的第一步,是后续 操作的基础。三维模型的精度决定了3D 打印成形的精 度和表面质量。获取三维模型数据的方法主要有两种: 一是使用建模工具生成的正向设计技术; 二是通过曲 面重构生成的逆向设计技术。
2.1.1 正向建模
正向建模技术是指将人们想象中的物体,根据其
息参数化,建立图形约束和几何关系与尺寸参数的对应关 系,通过调整参数值来控制几何形状变化的建模方法。图 2.3展示的玫瑰花是利用Rhino实现的参数化建模
图 2.3 参数化建模创建的玫瑰花模型
建模的时候应当根据需要的3D模型表现方式来选择适宜的建模工具,常见的建模工具 及主要应用领域如表2.1所示。
图 2.1 实体模型
(2)曲面建模(Surface Modeling) 是指通过定义曲面(多为NURBS曲面、Polygon多边
形曲面或是Subdivision细分曲面)来展现出形状的建模方 式,如图2.2所示,这是一个利用Maya的Polygon多边形曲 面功能制作的人体头像的模型。
空天3d数字编程动画创作专项教学
空天3d数字编程动画创作专项教学英文回答:Immersive 3D Digital Programming Animation Creation Education Specialization.1. Introduction.The immersive 3D digital programming animation creation education specialization is a comprehensive program that provides students with the knowledge and skills necessary to create 3D animated content. The program covers a wide range of topics, including 3D modeling, animation, programming, and storytelling.2. Curriculum.The curriculum for the immersive 3D digital programming animation creation education specialization is designed to provide students with a strong foundation in thefundamentals of 3D animation. The program includes courses in:3D modeling.Animation.Programming.Storytelling.3. Learning Outcomes.Upon completion of the immersive 3D digital programming animation creation education specialization, students will be able to:Create 3D models of objects and characters.Animate 3D models.Program 3D animations.Develop stories for 3D animations.4. Career Opportunities.Graduates of the immersive 3D digital programming animation creation education specialization will have a wide range of career opportunities in the animation industry. They can work as:3D modelers.Animators.Programmers.Storyboard artists.Directors.中文回答:空天3D数字编程动画创作专项教学。
3d行业英语术语
3d行业英语术语Title: English Terminology in the 3D IndustryIn the world of 3D technology, there are numerous English terms that are commonly used to describe various aspects of the industry. As a professor specializing in English studies, it is important to understand and be familiar with these terms in order to effectively communicate and teach students in this field.One of the fundamental terms in the 3D industry is "3D modeling." This refers to the process of creating a threedimensional representation of an object using specialized software. Through 3D modeling, designers and animators are able to bring their creations to life and add depth and realism to their projects.Another essential term is "rendering." Rendering involves the process of generating an image from a 3D model, allowing designers to visualize their creations in a realistic and detailed manner. This term is crucial in the field of 3D animation and visual effects, as it is used to produce the final output of a project.Furthermore, "texturing" is a key concept in 3D design. Texturingrefers to the process of applying surface detail to a 3D model to make it appear more realistic. This includes adding colors, patterns, and textures to objects in order to create a more lifelike appearance.Additionally, "rigging" is an important term in the 3D industry that refers to the process of adding a virtual skeleton to a 3D model, allowing animators to manipulate and animate the object. Rigging is essential for creating realistic movements and interactions within a 3D environment.Finally, "animation" is a fundamental aspect of the 3D industry. Animation involves the process of bringing a 3D model to life through movement and action. This term encompasses various techniques such as keyframing, motion capture, and fluid simulation, which are used to create dynamic and engaging animations.In conclusion, understanding and utilizing English terminology in the 3D industry is essential for professionals in the field. By mastering these terms and concepts, individuals can effectively communicate, collaborate, and excel in the dynamic world of 3D technology.。
介绍3d打印技术作文英文
介绍3d打印技术作文英文英文:3D printing, also known as additive manufacturing, is a revolutionary technology that has been gaining popularityin recent years. It allows for the creation of three-dimensional objects by layering materials such as plastic, metal, or ceramics. The process begins with a digital model of the object, which is then sliced into thin horizontal layers. The 3D printer then builds the object layer by layer, following the instructions from the digital model.There are several types of 3D printing technologies, including stereolithography (SLA), selective lasersintering (SLS), and fused deposition modeling (FDM). Each of these technologies has its own unique advantages and applications. For example, SLA is often used for creating highly detailed and intricate objects, while FDM is more commonly used for rapid prototyping and creating functional parts.One of the most exciting aspects of 3D printing is its versatility. It can be used to create a wide range of objects, from simple toys and household items to complex medical implants and aerospace components. For example, in the medical field, 3D printing has been used to create customized prosthetics and implants that perfectly fit the patient's anatomy. This level of customization and precision was previously impossible with traditional manufacturing methods.Another benefit of 3D printing is its ability to reduce waste and energy consumption. Traditional manufacturing processes often result in a significant amount of material waste, whereas 3D printing only uses the exact amount of material needed to create the object. Additionally, 3D printing can be more energy-efficient, especially when using sustainable and biodegradable materials.In addition to its practical applications, 3D printing has also sparked creativity and innovation in various industries. Artists and designers are using 3D printing tobring their ideas to life, creating unique sculptures, jewelry, and fashion pieces. Engineers and architects are using 3D printing to quickly prototype and test their designs, leading to faster and more efficient product development.Overall, 3D printing has the potential to revolutionize the way we design, manufacture, and consume goods. Its ability to create customized, complex, and sustainable objects makes it a powerful tool for the future.中文:3D打印技术,也被称为增材制造,是一项近年来备受关注的革命性技术。
3D Solid Modeling Dieter Schlaepfer - Autodesk, In
The Hitchhiker's Guide to 3D Solid ModelingDieter Schlaepfer – Autodesk, Inc.AC5040You will learn the basics of 3D solid modeling using only about ten commands. Included are practical techniques, tips, and caveats with real-life models.My goal is to give you a solid introduction, demos, and a roadmap to 3D solid modeling that will make you functional in an hour with as few commands as possible, and to avoid overwhelming you with information.Learning ObjectivesAt the end of this class, you will be able to:∙Use the basic 3D solid modeling commands∙Apply practical solid modeling techniques∙Avoid common pitfalls∙Begin creating 3D solid models effectively, using the minimum set of tools and essential informationAbout the SpeakerDieter Schlaepfer is a principal technical writer at Autodesk, Inc., creating a variety of AutoCAD software documentation and quick-training materials. In prior employment he provided on-site CAD, CAM, and CAE consultative training to manufacturing firms, and he provided CAD training to architecture, engineering, and construction firms. He has 34 years of experience in the field, and he specializes in 3D modeling.********************TopicsBasic Definitions∙Isometric drafting – illustrations in flat “2½ D”∙Wireframe modeling – pipe cleaners∙Surface modeling – paper thin surfaces∙Mesh modeling –sculpting, smoothing chicken wire∙Solid modeling – volume and massCommon 2D Commands Used with 3D Solids Common Editing Commands∙MOVE, COPY, ROTATE, MIRROR, ERASE, PEDIT, FILLET ∙Ortho mode [F8] and direct distance entryCommon 2D Geometry Commands∙PLINE, RECTANG, CIRCLE∙BOUNDARY (works best in a plan view)∙HELIX (spirals springs, threads)Common Inquiry, Visibility, and Controls∙ID, MEASUREGEOM, PROPERTIES∙GROUP, UNGROUP for assemblies∙Isolate and Hide objects on the status bar∙OPTIONS for behaviors and background colors∙3D Basics workspace – browse the ribbonViewing in 3D∙3DORBIT (3DO)o Perspective or orthographic?o Visual styles (VS)o Options > Display tab > Colorso Quick: Shift + press mouse wheel∙PLANo XY plane of the current UCS or the WCSo Note: Mechanical Design vs. Architectural conventionsThe User Coordinate System∙What is it for?o Orientation: Construction plane for creating and editing 2D objectso Orthogonal directions: X, Y, and Z for direct distance entryo Rotation: The Z axis is the “hinge”Tip: Turn off automatic UCS, set UCSDETECT=0 [F6]Note: UCS display – 2D wireframe, other visual styles∙UCS - What are the most common options?o UCS 3P – Relocating the XY plane for 2D geometry, Orthoo UCS ZA – Specifying the Z Axis direction for rotatingo UCS World – Getting back∙UCSICON – Control the display of the UCS icono Offo OriginExtrusion∙EXTRUDE∙REVOLVE∙SWEEP∙Tip: Set DELOBJ = 0 to retain profile geometryo Why? Revise and referenceo Keep on separate Reference layer(s)o Choose a distinctive colorBoolean Operations∙UNION∙SUBRACTo REGIONo SUBTRACT region objects for profile (avoid “underlapping” objects) ∙INTERSECTBest Practices and Advice∙Learn using simple models, become comfortable with the commands∙Organize your model with layers to manage visual complexity∙Start by creating 2D objects: closed polylines and circles∙Move and rotate 2D and 3D objects into place∙Create and keep wireframe reference geometry (set DELOBJ to 0)∙Check and recheck distances and dimensions frequently∙Check geometry with 3D Orbit and orthographic views∙Delay adding fillets to preserve sharp corners for measurement and placement ∙Limit the detail to what is justified for your goals∙Make sure that you’re on the right layer∙Use GROUP to associate objects that you don’t want to Union∙Create blocks from complex repetitive objects to reduce DWG size∙Save a version of a model at each stage so you can easily go back∙3D landscaping – purchase it, insert as blocksNext Steps∙Review the presentation, try things with the class models∙Create some simple models∙Review the Further Study section in the class handout∙Explore additional commands from the Basic Modeling workspace∙Create your own 3D workspace and drawing template files∙Experiment and have fun!Further StudyViewing and Display∙ViewCube, LENSLENGTH (perspective view), CAMERA, TARGET, VISUALSTYLES (VS), PERSPECTIVE ∙Transparency (0-90%) – CETRANSPARENCY, set ByLayer or individually using the Properties palette by entering a value; use for glass windows and walls, “shadow” people but also notetransparent materials for rendering∙Wireframe display controls: ISOLINES, VIEWRES, DISPSILH∙Rendered visual style display: FACETRES∙Sectioning: SLICE, SECTION, SECTIONPLANE3D Object Creation∙LOFT, INTERFERE, PRESSPULL, POLYSOLID, REGION with BooleansUCS∙UCS X, Y, Z rotation (90 degrees)∙Isometric dimensioning with the UCSEditing∙ROTATE3D, MIRROR3D, ALIGN∙Subobject selection (Ctrl + select + right click options)∙Shell a 3D solid – SOLIDEDIT /Body /Shell (remove faces that are not to be shelled)∙Separate noncontiguous 3D solids termed “lumps” (SOLIDEDIT /Body /seParate)∙Convert surfaces and meshes to solids: THICKEN, SURFSCULPT, CONVTOSOLID∙SOLIDHIST for retaining component solidsAnalysis∙Massing studies, sun and shadow studies, wind studies∙MASSPROP, DIST, MEASUREGEOM – Volume, centroid, moments of inertia, etc.∙AREA /Object – Surface area, including any fully enclosed volumes∙FEM/FEA analysisOutput and Processing∙2D drawings: FLATTEN, FLATSHOT, SOLVIEW, SOLDRAW, SOLPROF, Fusion 360, the AutoCAD Model Documentation feature set for mechanical design: VIEW* commands ∙Rendering, materials: RENDER, MATERIALS, etc.∙EXPORT: STL (3D printing), SAT (CNC) outputList of Drawings∙10 Kitchen.dwg – a real-life kitchen remodel project, EXTRUDE profiles∙20 Playscape.dwg – a wireframe model for UCS practice∙30 Glass.dwg – the profile of a real-life wine glass, REVOLVE profile about centerline∙31 Bike Rim.dwg – a heavy duty bike rim design, REVOLVE profile about axel∙32 Chair.dwg – a chair design, SWEEP objects along a path∙40 Walkway – a real-life walkway and driveway design, EXTRUDE and then UNION profiles ∙41 Florette-S.dwg – a real-life tip of an electric foil blade used in sport of fencing∙42 Bowsight.dwg – an old-fashioned bow sight bracket, EXTRUDE and then INTERSECT profiles ∙43 Roof.dwg – a hip roof, EXTRUDE and INTERSECT profiles∙44 Envelope.dwg – an envelope of a building or part, EXTRUDE and INTERESECT three profiles ∙45 Box.dwg – create a plastic box with draft angles, EXTRUDE and INTERSECT profiles∙46 Eclipse.dwg – a real-life model of a scoring machine used in the sport of fencing∙50 Keyboards.dwg – two keyboards with different levels of detail∙51 Stairs.dwg – two sets of stairs with different levels of detail∙52 Interference.dwg – HVAC duct meets brace, brace wins, INTERFERE∙53 Arbor.dwg – a real-life 2D drawing of an arbor design∙54 Arbor Profiles.dwg – profiles converted into plines and rotated into place∙55 Arbor 3D.dwg – 3D model of arbor done in pieces with EXTRUDE and INTERSECT∙56 Deck – a real-life deck design. Stress analysis performed by an architect before it was built ∙57 Interfere2.dwg – estimated cut from the interference volume between a building footprint and a solid that was lofted using contour lines, LOFT and INTERFERE∙58 Room 3 render.dwg – a room to render, RENDER and MATERIALS∙59 3D House.dwg – a house to experiment with∙60 Campus.dwg – lots of experiments here, pan and zoom within 3DORBITBuilding models - Boston Redevelopment Authority/planning/urban-design/urban-design-technology-groupNote: These drawings all are saved in AutoCAD 2013 format. If you need them in an earlier format, use DWG TrueView to resave them.。
毕业设计(论文)-激光3d打印机设计说明书[管理资料]
毕业设计(论文)毕业设计题目:激光3D打印机毕业生姓名专业学号指导教师所属系(部)二〇年月前言3D打印是快速成型技术的一种,它是一种以数字模型文件为基础,运用粉末状金属或塑料等可粘合材料,通过逐层打印的方式来构造物体的技术,3D打印通常采用数字技术材料打印机来实现。
3D打印技术主要包括立体光刻造型技术、熔融沉积成型技术、选择性激光烧结等,这些技术使得打印出的产品在精度及质量等方面有大幅的提升,可以说3D打印为产品成型提供了整体解决方案。
3D打印技术就是以逐层堆积材料的方式,获得立体的实物。
首先,通过扫描仪或电脑制图软件获得需要打印物体的三维数据,然后将数据导人3D打印机,用专用软件进行分层处理,每一层形成二维图形数据,然后专用软件根据每一层的二维图形数据进行线扫描或点打印路径规划和自动编程,形成打印机识别数控G码程序,然后打印机启动这些程序,进行逐点逐线逐面打印直到完成实物的成型。
基本思路就是先将虚拟数据离散化处理,然后将离散数据用打印机变成实体。
全套设计加11970985或197216396摘要自20 世纪 80 年代中期以来,光固化快速成型技术的发展与应用越来越广泛和深入,光固化成型机的需求也越来越大。
由此,本论文针对激光3D立体光固化成型机的机械结构进行了设计,包括:1、X-Y 扫描机构;2、Z 轴升降机构; 3、刮刀机构,并且对其中的部分结构进行了改进。
X-Y 方向的平面扫描运动和刮刀的水平运动由原来的精密同步带传动改成精密滚珠丝杠传动,使其在行程较长时不出现抖动,有利于保证扫描精度,运动稳定。
采用直线步进电机直接连接滚珠丝杠,响应更加快速准确,同时因无中间部件,使机械结构简单化,精度较高。
通过对立体激光固化造型机机械结构的设计,使得其运动和传动更加合理和平稳,进而使其在生产过程中能够更好的进行生产。
关键词:立体激光固化;扫描机构;快速成型;传动;结构设计ABSTRACTThis article specifically for three-dimensional modeling of light-cured structural design of mechanical systems. X-Y scanning normally used to screw drive. Through the motor rotation, with another even reached the screw shaft, through to the X and Y to the two motors of rotation to achieve XY to scan; Z to the table, also by the screw and a rail. Z to the table by the extension units, columns, screw composition, its transmission is through the same motor rotation axis is to pass even reached the screw by screw to achieve the rotation of the table move up or down.Through the three-dimensional modeling of light-cured in the design and mechanical systems, making their campaigns and drive more reasonable and stable, then in the production process so that it can better carry out production.Key word: SLA;Scanning agencies;Rapid Prototyping;Transmission;Structure design目录第1章绪论 ........................................... - 4 - . (4)............................................................................................................................. - 4 -............................................................................................................................. - 5 - . (5)1、CAD模型的前处理造成的误差 .................................................................... - 6 -2、成型系统的工作误差 ................................................................................... - 7 -3、成型过程中材料状态引起的翘曲变形 ....................................................... - 7 -4、成型之后环境度化引起的误差 ................................................................... - 7 -5、工件后处理造成误差 ................................................................................... - 8 - (8)立体光固造型SLA国内外现有技术水平 (9) (9)本次设计的主要工作 (9)主要设计工作 ................................................................................................... - 9 -设计参数 ........................................................................................................... - 9 -设计思路及主要问题 ..................................................................................... - 10 - 第2章 XY方向设计计算 ...........................................................................- 12 - .. (12)设计参数 ......................................................................................................... - 12 -方案的分析、比较、论证 ............................................................................. - 12 - 脉冲当量和传动比的确定 . (13)脉冲当量的确定 ............................................................................................. - 13 -传动比的确定 ................................................................................................. - 13 -确定步进电机步距角 ..................................................................................... - 13 - 丝杠的选型及计算 . (14)计算丝杠受力 ................................................................................................. - 14 -滚珠丝杠螺母副的选型和校核 ..................................................................... - 14 - 导轨的选型及计算 . (18)初选导轨型号 ................................................................................................. - 18 -计算滚动导轨副的距离额定寿命L ............................................................. - 18 - 步进电机的选择 .. (19)传动系统等效转动惯量计算 ......................................................................... - 20 -所需转动力矩计算 ......................................................................................... - 21 - 本章小结 .. (23)第3章 Z方向设计计算 .............................................................................- 25 - Z方向工作台设计 .. (25)........................................................................................................................... - 25 -设计参数 ......................................................................................................... - 25 -方案的分析、比较、论证 ............................................................................. - 25 - 脉冲当量和传动比的确定 . (26)脉冲当量的确定 ............................................................................................. - 26 -传动比的确定 ................................................................................................. - 26 -确定步进电机步距角 ..................................................................................... - 26 - 丝杠的选型及计算 . (27)计算丝杠受力 ................................................................................................. - 27 -滚珠丝杠螺母副的选型和校核 ..................................................................... - 27 - 步进电机的选择 .. (30)传动系统等效转动惯量计算 ......................................................................... - 30 -所需转动力矩计算 ......................................................................................... - 31 - .. (34)第4章刮刀系统设计 ................................................................................- 35 - 刮板的选择 . (35)刮板的材料和移动速度对涂层质量的影响 (36)本章小结 (37)结论...........................................................................................................- 38 - 附录...............................................................................................................- 39 - 外文 (39)中文翻译 (54)致谢...........................................................................................................- 65 - 参考文献.......................................................................................................- 66 -第1章绪论本文主要针对立体激光固化造型机机械结构设计。
三维设计英语试题及答案
三维设计英语试题及答案一、选择题(每题2分,共20分)1. Which of the following is NOT a common 3D modeling software?A. AutoCADB. SketchUpC. PhotoshopD. Blender2. The process of creating a 3D model is known as:A. RenderingB. ModelingC. TexturingD. Lighting3. What does UV mapping refer to in 3D design?A. The process of applying colors to a 3D modelB. The process of mapping a 2D image onto a 3D modelC. The process of creating a wireframeD. The process of adding details to a 3D model4. Which of the following is NOT a type of 3D printing material?A. PLAB. ABSC. InkD. Resin5. In 3D animation, what does 'keyframe' mean?A. The starting point of an animationB. A point in time where an object's position is setC. The end point of an animationD. The speed at which an object moves6. What is the term for the process of making a 3D model appear more realistic by adding surface details?A. SmoothingB. SubdivisionC. DisplacementD. Extrusion7. Which of the following is a unit of measurement used in 3D design?A. PixelB. MeterC. KilogramD. Bit8. What does LOD stand for in 3D modeling?A. Level of DetailB. Line of DefenseC. Light of DayD. Long Overdue9. In 3D design, what is the purpose of a 'rig'?A. To create a skeleton for a characterB. To set the lighting of a sceneC. To define the camera's viewD. To apply textures to a model10. What is the term used to describe the process of converting a 3D model into a 2D image?A. ProjectionB. ExtrusionC. TexturingD. Rendering二、填空题(每空2分,共20分)11. The ________ is a tool in 3D modeling software that allows you to move objects around in the workspace.(答案: Move Tool)12. When creating a 3D model, the first step is usually to create a basic shape known as a ________.(答案: Primitive)13. The process of adding color and texture to a 3D model is called ________.(答案: Texturing)14. In animation, the ________ is the main character or object that the story revolves around.(答案: Protagonist)15. The ________ is the process of adjusting the camera angle and position to frame a scene.(答案: Camera Setup)16. To create a 3D model of a complex object, you may need to use a technique called ________.(答案: Boolean Operations)17. The ________ is the process of adding motion to a 3D model.(答案: Animation)18. In 3D printing, the ________ is the layer-by-layer process of building an object.(答案: Additive Manufacturing)19. The ________ is a tool in 3D modeling software that allows you to modify the shape of a model by dragging points. (答案: Sculpt Tool)20. When a 3D model is complete, it is often saved in a file format that ends with the extension ________.(答案: .obj)三、简答题(每题10分,共20分)21. Explain the difference between a 'polygon mesh' and a'NURBS' in 3D modeling.(答案: A polygon mesh is a collection of vertices, edges, and faces that form a 3D shape. It is commonly used in video games and animation. NURBS, on the other hand, stands for Non-Uniform Rational B-Splines and is a mathematical model used to create smooth, curved surfaces. It is often used in industrial design and automotive applications.)22. What are the advantages and disadvantages of using a'real-time rendering' engine in 3D animation?(答案: Advantages of real-time rendering include theability to see the final product as you work, which can save time and provide immediate feedback. It is also computationally less intensive than pre-rendering. Disadvantages include potential limitations in visual quality compared to pre-rendered scenes, and the fact that it may。
3D-Modelling
3D−Modelling3D−ModellingTable of Contents3D Graphics Modelling and Rendering mini−HOWTO (1)Dave Jarvis (1)1. Introduction (1)2. Background Information (1)3. Installation Instructions (1)4. Miscellaneous Information (1)5. Related Links (1)6. Acknowledgements (2)1. Introduction (2)1.1 Preamble (2)1.2 Modelling vs. Modeling (2)1.3 Copyright Information (2)2. Background Information (2)2.1 The Graphics Library (3)2.2 The Graphics Modeller (3)2.3 The Graphics Renderer (3)3. Installation Instructions (3)3.1 Warning (4)3.2 Download the Software (4)3.3 Install the Graphics Library (4)3.4 Install the Graphics Renderer (5)3.5 Install the Graphics Modeller (5)3.6 Clean Up (6)4. Miscellaneous Information (6)4.1 Lighting (6)4.2 Tutorials (6)5. Related Links (7)5.1 Graphics Libraries (7)5.2 Graphics Renderers (7)5.3 Graphics Modellers (7)5.4 Miscellaneous Links (7)6. Acknowledgements (7)i3D Graphics Modelling and Renderingmini−HOWTODave Jarvisv1.1, 27 March 2001Details download and installation instructions for a graphics rendering and modelling development environment using RedHat Linux.1. Introduction•1.1 Preamble•1.2 Modelling vs. Modeling•1.3 Copyright Information2. Background Information•2.1 The Graphics Library•2.2 The Graphics Modeller•2.3 The Graphics Renderer3. Installation Instructions•3.1 Warning•3.2 Download the Software3.3 Install the Graphics Library••3.4 Install the Graphics Renderer•3.5 Install the Graphics Modeller•3.6 Clean Up4. Miscellaneous Information4.1 Lighting••4.2 Tutorials5. Related Links•5.1 Graphics Libraries•5.2 Graphics Renderers•5.3 Graphics Modellers•5.4 Miscellaneous Links3D Graphics Modelling and Rendering mini−HOWTO16. Acknowledgements1. Introduction1.1 PreambleThis document will guide you through the steps used to install and configure an environment for modelling and rendering three−dimensional graphics using Linux. In this section you will also find information in laymans terms about the required components and how they piece together. The installation section is purposely minimal; merely the quick and dirty steps needed to take to get up and running (if it doesn't work, more information is available). For those that want more information about the software components and what they do (in general), please continue reading.There are, at the minimum, three software packages you'll need in order to get up and running. These are as follows (in the order they are explained, not the order they are installed):•a graphics library;•a graphics modeller;a graphics renderer.•1.2 Modelling vs. ModelingThe spelling modelling is Canadian. The spelling modeling is American. The original author of this document is Canadian. ;−)1.3 Copyright InformationCopyright © 2000−2001 Dave JarvisThis document may be reproduced in whole or in part, without fee, subject to the following restrictions:•the copyright notice above and this permission notice must be preserved complete on all complete or partial copies;•any translation or derived work must be approved by the author in writing before distribution;•if you distribute this work in part, instructions for obtaining the complete version of this manual must be included, and a means for obtaining a complete version provided;•small portions may be reproduced as illustrations for reviews or quotes in other works without thispermission notice if proper citation is given.2. Background InformationThe content of this section exists only to describe, in general, the three main components required forthree−dimensional modelling and rendering with a Linux−based system.6. Acknowledgements22.1 The Graphics LibraryA graphics library consists of the most basic tools used for manipulating graphical images. Think of all the things needed to build a house: wiring, plumbing, wood, bricks, and such. The graphics library can be thought of as not these items, but rather the tools used create such items. After all, wire, metal tubes, planks, and bricks don't magically appear; rather they are created and formed as entities unto themselves. On a similar note, graphics don't magically appear on the screen −− typically they consist of lower−level graphics primatives (lines, rectangles, and individual pixels, for example).So the graphics library, then, can be thought of as the low−level graphics primatives used to build more complex objects (spheres, boxes, complex polygons, etc.). Those complex objects are then used to build even more complicated shapes and figures.The graphics library installed was the freeware implementation of OpenGL called Mesa.2.2 The Graphics ModellerSince the graphics renderer is, ideally, completely hidden from the end−user, we'll deal with that last (besides which, modelling is the next logical step in keeping with my house−building analogy). However, when it comes to the actual installation, a graphics modeller relies on the renderer already being installed.If the graphics library is akin to the tools used to build the tools used to build a house (!), then graphics modellers can be thought of as the tools used to build the blueprints for the house −− sophisticated blueprints, as modellers let you dictate exactly where the wiring, plumbing, wood panels, bricks, and forth are supposed to go. Furthermore, they let you pick the style of panelling and the colour of the bricks you desire.The graphics modeller installed was the freeware package called The Mops, which producesRenderMan−compatible files.2.3 The Graphics RendererIn keeping with the house−building analogy, the graphics renderer is then the construction workers. Once you have the blueprints and materials ready to go, you need something to actually build the house so it appears how it was designed. The graphics renderer is given information (i.e., the blueprints in the form of a RenderMan−compatible file, or equivalent) from the the modeller to produce the final result.Just as the graphics modeller needs the graphics renderer before it can be installed, the renderer relies on the graphics library being installed beforehand.The graphics renderer installed was the Blue Moon Rendering Toolkit which uses RenderMan files.3. Installation InstructionsKeep in mind that these are brief instructions; a quick summary of the more important details you'll find listed in README files for the corresponding software packages. It is, by no means, a substitute for actually reading those files (as they contain copyright information and other instructions not necessarily covered by this document).2.1 The Graphics Library33.1 WarningFirst, let it be known that this document only covers how to get up and running using RedHat v7.0. Whenever given the choice as to which software package to download, please make sure it is compatible with the flavour of Linux you happen to be running.Second, please only send E−mail if you have information that would be helpful to other people who might read this document (such as explaining how to install other tools, pointers to other tutorials, missing steps grammar and/or speling mistakes and/or tpyos, etc.). If software doesn't compile, or you can't figure it out, please read its accompanying documentation. Please understand that your system may be completely different, and as such debugging problems via E−mail across the Internet is not a task anyone enjoys. ;−)Third, these are software packages that installed without any severe hitches (read: severe headaches). In the Related Links section, there are alternate software packages along side the ones covered below. Note that just because a given software package is not covered in depth does not mean it is any worse (or better) than those chosen to install.Good luck!3.2 Download the SoftwareBefore you begin, you will need a web browser and Unix shell. If you don't know how to use a shell [bash, ksh, etc.], you're own your own (although instructions are given in both English and shell commands). Unless otherwise specified, all instructions are to be carried out as root.Create a new directory /usr/local/archives for the packages:1.mkdir /usr/local/archives2.Download the following packages (in .tar.gz form) into the newly created directory (homepages are given, as well as links to download pages, and minimum software version):♦Mesa Graphics Library v3.4.1: /download.htmlBlue Moon Rendering Toolkit v2.6beta: /BMRTdownload/index.html♦The Mops v0.42d: rmatik.uni−rostock.de/~rschultz/mops/download.html♦3.3 Install the Graphics LibraryOld versions of tar do not support the z argument. For those systems, leave out the z argument and use gunzip on the file before using tar.Change to the /usr/local/archives directory:1.cd /usr/local/archives2.Extract Mesa (substitute version number where required):tar zxf MesaLib−3.4.1.tar.gztar zxf MesaDemos−3.4.1.tar.gzChange to the MesaLib subdirectory:3.cd Mesa−3.4.14.Configure, make, and install Mesa with the following sequence of commands:./configure; make; make installEdit /etc/ld.so.conf, and ensure you have a line that reads:5./usr/local/lib3.1 Warning4Run the dynamic library configuration program:6.ldconfig3.4 Install the Graphics RendererReturn to the /usr/local/archives directory:1.cd ..2.Extract the Blue Moon Rendering Toolkit (substitute version number where required):tar zxf BMRT2.6beta.linux−glibc2.tar.gzChange to the BMRT subdirectory:3.cd BMRT2.64.Copy files to appropriate destination directories:cp bin/* /usr/local/bin/cp lib/lib* /usr/local/lib/cp include/* /usr/local/include/5.Make a directory for the shaders, ensure it is world−writable, then copy the shader files into it: mkdir /usr/local/shaderschmod 777 /usr/local/shaderscp shaders/*.sl* /usr/local/shaders/cp shaders/*.h /usr/local/shaders/cp examples/*.sl* /usr/local/shaders/cp examples/*.h /usr/local/shaders/6.Edit the system login profile (/etc/profile or equivalent), and add the line:export SHADERS=.:/usr/local/shaders7.Copy the .rendribrc file to each user's home directory.If anything goes wrong, please consult the README file that accompanies the Blue Moon Rendering Toolkit, or visit their website.3.5 Install the Graphics ModellerThe Mops may be installed on a per−user basis, or on a system−wide basis by root (or equivalent). In this example, it is installed using a non−administrative account, which should yield positive results. Note that the compile failed during the install (missing a C header file), so the precompiled binaries (compatible with RedHat v6.0, your system may vary) were installed, as follows:1.Change to one directory above where you'd like The Mops to reside. For example, if/usr/local/mops was desired, then issue the following command:cd /usr/local2.Extract the mops (substitute number where required), then change into its directory:tar zxf /usr/local/archives/mops−0.42d−BMRT26−linux.tar.gzcd mops3.Move the following files from /usr/local/mops/src to /usr/local/mops:mv src/crtmopssh.sh .mv src/mfio.so .mv src/mops .4.Copy the .mopsrc file to the home directory of each user wanting to run The Mops. For example, the user "jane" would need the following commands run:cp src/mopsrc /home/jane/.mopsrcCreate /usr/local/lib/mops and move the buttons and shaders:5.mkdir /usr/local/lib/mops/mv buttons/* /usr/local/lib/mops/mv shader/*.sl* /usr/local/shaders/3.4 Install the Graphics Renderer5If anything goes wrong, please consult the README and Setup.txt files that accompany The Mops, or visit their website.Log out from root. Log in as a regular user, and run The Mops as follows:/usr/local/mops/mopsYou may wish to create a subdirectory within $HOME/mops called models for saving 3D models.3.6 Clean UpNow that the installation is complete, you can remove from your system all files that you no longer require (substituting version numbers where required).cd /usr/local/archives/rm −rf BMRT2.6rm −rf Mesa−3.4.1Note: Be cautious when using rm −rf ... make sure you are in the correct directory, and the files and/or directories you wish to delete are present.4. Miscellaneous InformationInstead of a frequently asked questions section, here is information about some of the (almost embarassing) problems faced.4.1 LightingThe most frustrating problem, initially, was trying to figure out why everything was black −− and then how to actually light objects up. In these "virtual worlds" where you are modelling objects, the worlds are created from scratch. There is no light in the world until you actually put a light source in it! The light sources then shine a given direction, illuminating things in their path (according to the surface properties of the objects). Make certain that your light source is:1.pointing (rotated and translated) in the correct direction;2.intense enough to actually cast discernable lighting.4.2 TutorialsThe most basic thing a person would want to do with modelling/rendering packages is position a sphere on a surface, give it some lighting, and see the result. A decent tutorial should describe that first.That said, The Mops has a wonderful first tutorial.3.6 Clean Up65. Related Links5.1 Graphics LibrariesMesa − An OpenGL−compliant Graphics Library.5.2 Graphics RenderersBMRT − The Blue Moon Rendering Toolkit.POV−Ray − The Persistence of Vision Raytracer.5.3 Graphics ModellersThe Mops − A 3D modelling package that uses BMRT.Blender − Freeware modelling and rendering suite of tools.5.4 Miscellaneous LinksHere are some links that don't really fit into any other category, yet are still worthwhile checking out if you are seriously considering using your Linux computer as a 3D modelling and rendering machine.3D Software for Linux − Contains most (if not all) links in this document and then some.3D Modelling Software for Linux − Links to software packages chiefly related to modelling.3D Modelling and Rendering using Linux − A comprehensive site with articles and software that explains what this document summarizes.6. AcknowledgementsI would like to extend a heart−felt thanks to the developers of the software packages detailed in this document. The quality of their products is of a commercial level, yet they keep the spirit of free software alive. Well done!5. Related Links7。
3d建模ip形象设计外文文献
3d建模ip形象设计外文文献Title: Designing IP Characters with 3D ModelingAbstract:This article explores the process of creating IP characters through 3D modeling. It delves into the importance of designing unique and visually appealing characters that resonate with the target audience. The article emphasizes the need to approach the design from a human perspective, infusing emotions and storytelling elements to bring the characters to life. The goal is to create a natural and fluid narrative that captivates readers and evokes a genuine human experience.Introduction:In the realm of IP (Intellectual Property), character design plays a vital role in capturing the attention and imagination of the audience. With the advent of 3D modeling technology, designers now have the ability to bring these characters to life in a realistic and immersive manner. However, it is crucial to approach the design process with a human perspective, ensuring that the characters resonate with the viewers on an emotional level.Creating Unique and Memorable Characters:When designing IP characters, it is essential to prioritize uniquenessand memorability. The characters should stand out from the crowd and have distinctive traits that make them easily recognizable. This can be achieved through careful consideration of their physical appearance, personality, and backstory. By infusing the characters with depth and complexity, they become more relatable to the audience and foster a stronger emotional connection.The Importance of 3D Modeling:3D modeling provides designers with a powerful tool to bring their characters to life. It allows for the creation of realistic and detailed models that can be viewed from any angle. Through this process, designers can meticulously craft the characters' features, expressions, and movements, making them more believable and captivating. Additionally, 3D modeling enables seamless integration of the characters into various media formats, such as animations, games, and merchandise.Infusing Emotion and Storytelling:To enhance the authenticity of IP characters, it is crucial to infuse them with emotions and storytelling elements. Characters that evoke emotions such as joy, sadness, or excitement are more likely to resonate with the audience. By creating compelling narratives that showcase the characters' growth, relationships, and challenges,designers can create a captivating world that draws readers in and keeps them engaged.The Role of Human Perspective:Throughout the design process, it is essential to maintain a human perspective. This involves considering the characters' interactions, expressions, and movements from a real-life standpoint. By observing how humans naturally behave and react, designers can create characters that feel genuine and relatable. This human touch adds a layer of authenticity to the characters, making them more compelling and memorable.Conclusion:Designing IP characters through 3D modeling is a multifaceted process that requires careful attention to detail, creativity, and empathy. By prioritizing uniqueness, infusing emotion, and maintaining a human perspective, designers can create characters that leave a lasting impression on the audience. It is through these characters that stories come to life, forging a strong connection between the IP and its consumers.。
3d打印的常见原理
3d打印的常见原理
3D打印的常见原理主要有以下几种:
1、堆叠层析造型(Fused Deposition Modeling, FDM)。
将熔融状态的材料以细丝形式从喷嘴挤出,然后通过控制喷嘴的移动路径和层的切换,将材料按层堆叠并逐渐固化,最终形成3D打印的物体。
2、光固化(Stereolithography, SLA)。
使用液体光敏树脂,通过紫外线激光或光束束缚树脂,使其逐层固化。
激光通过透明液体层反射到树脂表面上,树脂固化并在固定平台上构建成3D打印的物体。
3、粉末烧结(Selective Laser Sintering, SLS)。
在一个薄薄的粉末层上,使用激光束扫描并烧结粉末,将粉末层中的颗粒烧结在一起,形成一个实心层。
然后,再加一层新的粉末覆盖在上面,重复这个过程直到打印的物体完成。
4、粉末熔化(Selective Laser Melting, SLM)。
类似于SLS,但是不仅烧结粉末颗粒,而是融化粉末颗粒,使其完全融为一体。
通过熔化金属粉末或金属合金,然后通过控制激光束的移动路径,粉末逐层熔化并固化,最终形成3D打印的金属物体。
5、喷墨打印(Inkjet Printing)。
类似于传统的喷墨打印机,通过控制喷头喷出液体材料的位置和形状,逐层堆叠并固化形成3D打印的物体。
- 1 -。
3d建模英文专业术语
3d建模英文专业术语1. 3D Modeling: The process of creating a three-dimensional representation of an object or scene using specialized software.2. Mesh: A collection of vertices, edges, and faces that define the shape and structure of a 3D object.3. Vertices: The individual points in a 3D mesh that define the shape of the object.4. Edges: The lines connecting vertices in a 3D mesh, which define the boundaries of the object's shape.5. Faces: The two-dimensional surfaces created by connecting multiple edges in a 3D mesh, which define the visible surface of the object.6. Polygons: A face with three or more sides, composed of connected edges and vertices.7. Subdivision: A technique used to smooth out the appearance of a 3D object by subdividing its faces into smaller polygons.8. UV Mapping: The process of unwrapping a 3D object's surface into a 2D representation in order to apply textures and materials accurately.9. Texture: A two-dimensional image applied to a 3D object's surface to create the appearance of different materials, patterns, or colors.10. Rigging: The process of creating a digital skeleton for a 3D character or object, which allows for realistic movement and animation.11. Animation: The process of creating movement and changes over time in a 3D object or scene, often involving keyframes and interpolation.12. Rendering: The process of generating a final image or animation from a 3D scene, taking into account lighting, materials, and camera settings.13. Lighting: The placement and configuration of virtual lights within a 3D scene to create the desired illumination and shadows.14. Shading: The application of surface properties, such as color, reflectivity, and transparency, to a 3D object in order to create a realistic appearance.15. Keyframe: A main pose or position in an animation timeline that defines a specific moment of movement or change.16. Interpolation: The process of calculating the positions, orientations, and other parameters between keyframes in order to create smooth animation transitions.17. Boolean Operations: A set of mathematical operations used in 3D modeling to combine, subtract, or intersect multiple 3D shapes.18. NURBS: Non-uniform rational B-splines, a type of mathematical curve commonly used in 3D modeling to create smooth and precise shapes.19. CAD (Computer-Aided Design): The use of computer software to assist in the creation, modification, analysis, or optimization of a design.20. Wireframe: A visualization of a 3D object or scene that shows only the edges and vertices, without any solid surfaces or textures.。
3d打印的五个流程
3d打印的五个流程英文回答:5 Steps of 3D Printing Process.1. 3D Modeling. The first step is to create a 3D model of the object you want to print. This can be done using a variety of software programs, such as CAD (computer-aided design) software or 3D modeling software.2. Slicing. Once you have a 3D model, you need to slice it into thin layers. This is done using a slicing software program, which will generate a set of instructions for the 3D printer.3. Printing. The 3D printer will then build the object layer by layer, using the instructions generated by the slicing software. The printer will deposit material, such as plastic or metal, onto the build platform and fuse it together.4. Post-processing. Once the object is printed, it may need some post-processing, such as sanding, painting, or assembly. This will depend on the material used and the desired finish.5. Quality Control. The final step is to inspect the printed object and ensure that it meets the desired quality standards. This may involve checking for defects, measuring dimensions, and testing the object's functionality.中文回答:3D打印的五个步骤。
Rhino 3D Modeling 使用教程及界面介绍翻译
Rhino 3D Modeling 使用教程及界面介绍翻译Rhino 3D建模使用教程及界面介绍Rhino 3D是一款强大的三维建模软件,广泛应用于工业设计、建筑设计、产品设计等领域。
本文将向您介绍Rhino 3D的使用教程及界面介绍,帮助您更好地掌握这一工具。
一、Rhino 3D界面介绍Rhino 3D的界面分为菜单栏、工具栏、视窗、命令行等几个主要部分。
菜单栏包含了软件的各种功能选项,工具栏则提供了一些常用的工具按钮,方便用户快速调用。
视窗主要分为主视图窗口和其他视图窗口,用户可以在不同的视窗中进行物体的建模和编辑。
命令行则是用户输入、执行Rhino 3D命令的地方。
二、基本操作介绍1. 创建物体:在Rhino 3D中,您可以使用各种命令来创建不同形状的物体,如线条、多边形、曲面等。
例如,要创建一个矩形,可以点击“矩形”命令,在视图窗口中点击两个对角线的点即可快速创建。
2. 编辑物体:Rhino 3D提供了丰富的编辑工具,使用户可以对已经创建的物体进行修改和调整。
例如,您可以选择物体后使用移动、旋转、缩放等工具进行编辑,还可以使用切割、合并等命令对物体进行进一步处理。
3. 视图操作:Rhino 3D支持用户对视图进行旋转、平移、缩放等操作,以便更好地观察和编辑物体。
您可以使用鼠标滚轮进行缩放,按住鼠标右键进行平移,按住鼠标中键进行旋转等操作。
三、常用工具介绍1. 绘图工具:Rhino 3D提供了各种绘图工具,如直线、曲线、圆弧等,用于创建基本的形状。
您可以通过点击相应的命令按钮,在视图窗口中确定控制点来绘制出所需要的形状。
2. 编辑工具:Rhino 3D的编辑工具包括移动、旋转、缩放等,用于对已经创建的物体进行编辑。
这些工具可以帮助您调整物体的位置、方向和大小,使其符合设计要求。
3. 渲染工具:Rhino 3D提供了强大的渲染功能,允许用户将建模结果以逼真的效果展示。
您可以选择不同的材质、光照等参数来完成渲染,从而呈现出更真实的效果。
3d打印方案
3d打印方案3D打印方案引言在过去的几年里,3D打印技术迅速发展并广泛应用于各个行业。
3D打印技术作为一种快速原型制造方法,已经在制造、医疗、航空航天等领域展现出巨大的潜力。
本文将介绍3D打印的基本原理,探讨目前常用的3D打印技术和材料,并提供一些3D打印方案的实例。
3D打印原理3D打印技术基于一种称为添加制造的过程,使用计算机辅助设计(CAD)软件创建数字模型,并通过逐层沉积材料来构建实体物体。
其基本原理包括以下步骤:1. 设计数字模型:使用CAD软件设计所需的物体,并将其转换为STL(Standard Tessellation Language)文件格式,以便与3D打印机进行交互。
2. 切片处理:使用切片软件将STL文件分解成一系列的2D切片。
每个切片都表示构建物体的一层。
3. 建立物体:将建立平台上的第一层切片放置到3D打印机中,然后开始沉积材料。
打印头通过精确控制的动作将材料层层叠加,直到完成整个物体的打印。
4. 后处理:完成打印后,可能需要进行一些后处理工作,例如去除支撑结构、清理表面等。
常用的3D打印技术和材料目前常用的3D打印技术包括:- Fused Deposition Modeling(FDM):使用熔融的热塑性材料,如ABS或PLA,通过打印头将材料沉积到建立平台上。
- Stereolithography(SLA):通过使用紫外线激光将液态光敏树脂逐层固化成实体。
- Selective Laser Sintering(SLS):使用激光将粉末材料,如尼龙或金属粉末,层层烧结成实物。
- Digital Light Processing(DLP):类似于SLA,但是使用DLP投影仪将光固化光敏树脂。
3D打印材料多种多样,包括塑料、金属、陶瓷等。
常见的塑料材料包括ABS和PLA,它们具有良好的机械性能和成本效益,使其成为初学者的首选材料。
而金属3D打印可使用的材料包括不锈钢、钛合金和铝合金等。
fdm3d打印机工作原理
fdm3d打印机工作原理
FDM(Fused Deposition Modeling)是一种常见的3D打印技术,其工作原理如下:
1. 软件设计:首先,使用计算机辅助设计(CAD)软件创建3D模型。
这个模型提供了打印机需要按照的准确位置和大小的信息。
2. 打印机操作:一旦模型准备好,就可以将其输入到打印机中进行打印。
打印机内部有几组电机和传动装置,它们控制着一个称为挤出机的装置,挤出机将熔化的塑料送到打印机的喷嘴中。
3. 打印过程:打印开始后,打印机的喷头将熔化的塑料点滴到打印平台上,逐层构建出3D模型。
打印过程中打印平台会逐渐移动,以使喷头沿着正确的路径移动,打印出准确的形状。
4. 冷却固化:塑料冷却后会固化成一个具有所需形状的发光点,这些点紧密粘合在一起构成了我们所期望的3D形状。
FDM 3D打印机的工作原理是使用塑料丝作为打印物料,利用喷嘴逐层熔融塑料来构建3D打印物品。
这种技术可以在短时间内打印出形状各异的物品,并且可以定制化地制作非常逼真的打印物品,如雕塑和小型产品原型。
3d模型介绍英语作文
3d模型介绍英语作文3D modeling is a fascinating and versatile form of art and technology that has revolutionized various industries, including animation, gaming, architecture, and manufacturing. It involves creating three-dimensional representations of objects using specialized software and techniques, allowing for a more realistic and immersive experience. In this essay, I will explore the significance of 3D modeling, its applications, and its impact on different fields.First and foremost, 3D modeling plays a crucial role in the entertainment industry, particularly in the creation of animated films, video games, and virtual reality experiences. By using 3D modeling software, artists and designers can bring their imaginative concepts to life, crafting visually stunning and lifelike characters, environments, and special effects. This has greatly enhanced the quality and realism of entertainment media, captivating audiences and pushing the boundaries ofcreativity.Moreover, 3D modeling has become an indispensable tool in the field of architecture and interior design.Architects and designers can use 3D modeling software to create detailed and accurate representations of buildings, interiors, and landscapes, allowing clients to visualize the final product before construction even begins. This not only streamlines the design process but also helps to identify and address potential issues, resulting in more efficient and cost-effective projects.Furthermore, 3D modeling has revolutionized the manufacturing industry, particularly in the realm of product design and prototyping. With the ability to create precise and intricate 3D models of products, manufacturers can test and refine their designs before production, reducing the risk of errors and minimizing waste. This has led to faster innovation, improved product quality, and ultimately, greater customer satisfaction.In addition to its practical applications, 3D modelingalso serves as a powerful tool for artistic expression and experimentation. Artists and creatives can use 3D modeling software to explore new forms, textures, and compositions, pushing the boundaries of traditional art and design. This has led to the emergence of innovative and thought-provoking works of art that challenge our perceptions and inspire new ways of thinking.Furthermore, 3D modeling has opened up newpossibilities for education and research, allowing students and scholars to explore and interact with complex concepts and phenomena in a virtual environment. For example, in the field of science, 3D models can be used to visualize and study molecular structures, astronomical phenomena, and biological systems, providing a deeper understanding of the natural world.In conclusion, 3D modeling has had a profound impact on various industries and aspects of our lives, from entertainment and design to manufacturing and education.Its ability to create realistic and immersive experiences, streamline processes, and foster creativity has made it aninvaluable tool for artists, designers, engineers, and educators alike. As technology continues to advance, the potential for 3D modeling to shape the future of our world is truly limitless.。
3d打印术语
3d打印术语
1. 3DP(Three Dimensional Printing):三维打印,一种增材制造技术,是指使用打印材料逐层堆积制造出三维实体的技术。
2. LOM(Layered Object Manufacturing):分层实体制造,是一种以薄片材料(如纸、塑料薄膜等)为原料的增材制造技术。
3. SLM(Selective Laser Melting):选择性激光熔化,是一种以金属粉末为原料的增材制造技术,通过激光束熔化金属粉末并逐层堆积制造出三维金属零件的技术。
4. DMLS(Direct Metal Laser Sintering):直接金属激光烧结,是一种以金属粉末为原料的增材制造技术,通过激光束烧结金属粉末并逐层堆积制造出三维金属零件的技术。
5. FDM(Fused Deposition Modeling):熔融沉积式造型,是一种以热塑性塑料为原料的增材制造技术。
6. RP(Rapid Prototyping):快速原型,是指使用3D打印技术将设计模型快速制造出来的一种技术。
7. RT(Rapid Tooling):快速模具,是指使用3D打印技术制造出模具的原型,再利用该原型生产出产品的一种技术。
8. AM(Additive Manufacturing):添加剂制造,是一种通过逐层堆积材料来制造三维实体的技术。
9. PP(PolyJet):石膏3D打印,是一种使用喷墨打印机将光固化树脂喷洒到石膏粉上并逐层堆积制造出三维实体的技术。
10. DLP(Digital Light Processing):数字光处理,是一种使用数字光投影仪将光固化树脂逐层照射到工作台上并逐层堆积制造出三维实体的技术。
3d美术英语专业词汇
3d美术英语专业词汇英文回答:3D Art Terminology for English Majors.3D Modeling: The process of creating three-dimensional objects using digital tools.Animation: Adding movement to objects or characters.Baking: Process of merging multiple layers or mapsinto a single texture.Bevel: To add a sloped or rounded edge to an object.Bounding Box: A box that defines the spatial dimensions of an object.Bump Map: A texture map that adds the illusion of depth to a surface.Cinematic: Relating to the techniques and conventions of filmmaking.Diffuse Map: A texture map that determines the color of an object.Displacement Map: A texture map that modifies the geometry of an object.Dystopian: A genre characterized by a dark, pessimistic future.Edge Loop: A series of vertices and edges that form a loop around an object.Extrusion: The process of creating a new shape by extending part of an existing object.Facet: A flat surface on a 3D object.Game Engine: A software program that allows users tocreate and run 3D games.Hard Surface Modeling: Creating objects with sharp, defined edges, such as cars or weapons.LOD (Level of Detail): Reducing the level of detail of objects based on their distance from the camera.Material: A set of properties that define the surface characteristics of an object.Mesh: A collection of vertices, edges, and faces that form a 3D object.Normal Map: A texture map that stores information about the surface orientation of an object.Orthographic: A projection method that displays objects from a parallel angle.PBR (Physically Based Rendering): A rendering technique that simulates the physical properties of lightand materials.Polygon: A shape with three or more straight sides, forming one face of a 3D object.Quads: Polygons with four sides.Ray Tracing: A rendering technique that traces thepath of light to accurately calculate shadows and reflections.Rigging: The process of creating a skeleton for an object, allowing it to be animated.Shader: A program that defines how an object's surface is rendered.Subdivision Surface: A technique that creates a smooth, organic surface from a low-polygon mesh.Texture: A 2D image applied to a 3D object to add details and realism.Transform: The process of moving, rotating, or scaling an object.UV Mapping: Assigning 2D coordinates to a 3D model to allow textures to be applied correctly.Vertex: A point in space that defines the shape of a 3D object.Voxel: A 3D pixel that represents a point in space.中文回答:3D美术英语专业词汇。
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Simple approach used previously:
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Newell Method for Normal Vectors
Newell Method Example
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Problems with simple approach:
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If two vectors are almost parallel, cross product is small Numerical inaccuracy may result Newell method: robust Formulae: Normal N = (mx, my, mz)
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Vertex Normal
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Defining Polygonal Mesh
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Use vertex normal instead of face normal See advantages later:
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Use barn example below:
Facilitates clipping Shading of smoothly curved shapes Flat surfaces: all vertices associated with same n Smoothly curved surfaces: V1, V2 with common edge share n
Meshes in Programs
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Meshes in Programs
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Tetrahedron example
Data structure:
// ############### Vertex ID ###################### class VertexID public: int vertIndex; int normIndex; } // ############### Face ###################### class Face public: int nVerts; VertexID // number of vertices in this face // the list of vertex and normal indices *vert; // index of this vertex in the vertex list // index of this vertex’s normal
• Human face • Animal structures • Furniture, etc
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Simple meshes exact. (e.g barn) Complex meshes approximate (e.g. human face) Later: use shading technique to smoothen
i =0
N −1
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Meshes in Programs
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Meshes in Programs
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Class Mesh Helper classes
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Face:
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VertexID Face
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Vertex list Normal vector associated with each face Array of index pairs Position: pt[face[f]. vert[v]. vertIndex] Normal vector: norm[face[f]. vert[v]. normIndex ]
Example: Find normal of polygon with vertices P0 = (6,1,4), P1=(7,0,9) and P2 = (1,1,2) Solution: Using simple cross product: ((7,0,9) -(6,1,4)) X ((1,1,2)-(6,1,4)) = (2,-23,-5) Using Newell method, plug in values result is the same: Normal is (2, -23, -5)
Non-solid Objects
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What is a Polygonal Mesh
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Examples: box, face Visualize as infinitely thin skin Meshes to approximate complex objects Shading used later to smoothen Non-trivial: creating mesh for complex objects (CAD)
Defining Polygonal Mesh
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Newell Method for Normal Vectors
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Three lists:
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Vertex list: distinct vertices (vertex number, Vx, Vy, Vz) Normal list: Normals to faces (normalized nx, ny, nz) Face list: indexes into vertex and normal lists. i.e. vertices and normals associated with each face Traverse vertices counter-clockwise Interior on left, exterior on right
Polygonal Meshes
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Polygonal Meshes
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Modeling with basic shapes (cube, cylinder, sphere, etc) too primitive Difficult to approach realism Polygonal meshes:
Martin Newell at Utah (teapot guy) Normal vector:
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Face list convention:
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calculation difficult by hand Given formulae, suitable for computer Compute during mesh generation Start with any three vertices V1, V2, V3 Form two vectors, say V1-V2, V3 -V2 Normal: cross product (perp) of vectors
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m x = ∑ (yi − ynext ( i ) )(z i + z next ( i ) )
i =0
N −1
m y = ∑ (zi − z next (i ) )(xi + xnext (i ) )
N −1 i =0
m z = ∑ (xi − xnext ( i) )(yi + ynext ( i) )
3D Modeling
CS 4731: Computer Graphics Lecture 11: 3D Modeling: Polygonal Meshes Emmanuel Agu
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Previously Introduced 3D modeling Previously introduced GLUT models ( wireframe/solid) and Scene Description Language (SDL): 3D file format Previously used GLUT calls
Polygonal mesh given by:
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Polygon list Direction of each polygon Represent direction as normal vector Normal vector used in shading Normal vector/light vector determines shading
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Have become standard in CG OpenGL
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Good at drawing polygon Mesh = sequence of polygons
Collection of polygons, or faces, that form “skin” of object Offer more flexibility Models complex surfaces better Examples:
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Mesh Object:
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Example, vth vertex of fth face:
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Normal list Vertex list Face list
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Organized approach, permits random access
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Use arrays of pt, norm, face Dynamic allocation at runtime Array lengths: numVerts, numNormals, numFaces
Face( ){nVerts = 0; vert = NULL;} // constructor -Face( ){delete[ ] vert; nVerts = 0; // destructor };
Meshes in Programs
// ############### Mesh ###################### class Mesh{ private: int numVerts; Point3 *pt; int numNormals ; Vector3 *norm; int numFaces; Face *face; public: Mesh( ); ~Mesh( ); ….. other methods…. } // constructor // destructor // to read in a filed mesh // number of vertices in the mesh // array of 3D vertices // number of normal vertices for the mesh // array of normals // number of faces in the mesh // array of face data