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Профессиональный Документы
Культура Документы
.. 2008
( )
()
*3Delight *AIR *ART *AQSIS *Angel *Brazil R/S *BusyRay *finalRender *Fryrender
*Holomatix Renditio ( ) *Indigo Renderer *mental ray
*Kerkythea *LuxRender *Maxwell Render *Meridian *POV-Ray *Pixie *RenderDotC
*RenderMan (PhotoRealistic RenderMan, Pixars RenderMan PRMan) *Sunflow *Turtle
*V-Ray *YafRay *Octane Render *Arion Renderer
( ) .
*VrayRT *FinalRender *iray *Shaderlight *Showcase *Rendition *Brazil IR
,
*Autodesk 3ds Max (Scanline)
*Autodesk Maya (Software Hardware, Vector)
*Blender
*NewTek LightWave 3D
*Maxon Cinema 4D (Advanced Render)
*SketchUp
*Daz3D Bryce
*Luxology Modo
*e-on Software Vue
*SideFX Houdini
*Terragen, Terragen 2 + RealFlow
.. !!!!!!!!!
3d Studio Max
:
Editable mesh ()
Editable poly () ;
B- (NURBS);
;
()
.
* (Box) * (Sphere) * (Cylinder)
* (Torus) * (Teapot) * (Cone) * (Tube) * (Pyramid)
* (Plane) * (GeoSphere)
* (Hedra) *
(ChamferBox) * (OilTank) * (Spindle) *
(Gengon) * (Prism) * (Torus knot) *
(ChamferCyl) * (Capsule) *L- (L-Ext) *C (C-Ext)
- Spray (), Snow (), Blizzard (), PArray (
), PCloud ( ) , Super Sprays () Particle Flow
- ,
, reactor,
Havok.
3D Studio MAX. = 3D Studio MAX..
.: BOOKS, 2009. . 450.
. Autodesk 3ds Max 2009. 3D Studio max. = Autodesk 3ds Max
2009 Bible. 3D Studio max. .: , 2009. . 1312.
()
(Shader) ,
.
, , , ,
-.
, , ,
(, .)
. ,
, .
(vertex attributes).
GPU :
,
.. ..
:
()
+ !!!
(Vertex Shader)
,
. ,
,
, , , , .
,
,
. .
(Geometry Shader)
, ,
, . (
) ( ),
(adjacency)
.
,
.
Nvidia 8.
() (Pixel Shader)
.
,
,
, , .
.
1.
RenderMan
, Pixar;
2.
NVIDIA Gelato
( Quadro FX);
3.
4.
5.
6.
2. .
MS HLSL
#include "light_scattering_constants.h"
// transformations
float4x4 mWorldViewProj: WORLDVIEWPROJECTION;
float4 vCameraPos: worldcamerapos;
float4 sun_color : suncolor = {0.578f,0.578f,0.578f,0.0f};
float4 xAxis = {1.0f, 0.0f, 0.0f, 0.0f};
float4 vHalf = {0.5f, 0.5f, 0.5f, 0.0f};
float3 waterColor0 = {0.15f, 0.4f, 0.5f};
float3 waterColor1 = {0.1f, 0.15f, 0.3f};
texture tex0 : TEXTURE; // blend mask
struct VS_INPUT
{ float2
Pos
: POSITION;
float
ZPos0
: POSITION1;
float2
Norm0
: NORMAL0;
float
ZPos1
: POSITION2;
float2
Norm1
: NORMAL1;
};
struct VS_OUTPUT
{ float4 Pos : POSITION;
float3 Col : COLOR0;
float3 T0
: TEXCOORD0;
float3 T1
: TEXCOORD1; };
VS_OUTPUT VS(VS_INPUT v)
{
VS_OUTPUT Out = (VS_OUTPUT)0;
OpenGL.
, OpenGL , ,
(
OpenGL 4.0).
,
.
, .
- ,
.
(conformance tests
)
OpenGL .
,
, ,
.
OpenGL (API)
,
250 ,
.
,
,
(, , ...),
(,
, , ...),
, OpenGL
.
OpenGL API,
,
( ).
,
( ),
.
,
.
OpenGL API
- (wrappers),
.
CsGL (http://csgl.sourceforge.net)
Tao Framework (http://www.taoframework.com) -
OpenGL C#
( )
+ CAD CAE
Autoad, Archad, NanoCAD, Adem,Ansys, LS-DYNA, MSC.Adams, Abaqus,
(, OpenGL
. )
3D-
1. Wireframe ( )
(Camera, Frustum, View Volume).
.
2. Tesselation.
(triangulation):
.
,
(vertex)
3. Transformation () :
,
4. Lighting. (shading) .
: (Gouraud shading), (Phong shading),
5.Camera-ViewPort. 3D- (
)
6. Triangle setup. ( ) :
; ; (culling)
3D-
1. HSR (Hidden Surface Removal)
, ,
. : z-; z;
2. Texture mapping.
. -
2m x 2n.
.
: MIP-mapping (
); perspective corrected texture
mapping ( ); Filtering
(LF, BLF, TLF, Anisotropic); bump mapping
( );
() 2
;
3. -blending and fogging ( , : -
)
4. Anti-aliasing ( : edge AA () full screen AA ( ~ FSAA)
: super sampling (- ); tile based ; .
5. Dithering. ( )
6. Frame buffer.
. : double buffering ~ 2-
(RAM DAC)
7. Post-processing. -: .
( )
( )
(
)
()
( )
()
()
w->0 !
(3D)
!!!!
P:
x x*
y *
y
[T ' ][ P' ] [T ' ] * [ P'*]
z z
1 1
[P][T]=[x y z 1][T]=[P*]
([P][T])T =[T]T [P]T = [T'][P']
M xx
y
Sx
[T ]
S xz
y
x
y
S
M yy
S yz
m
z
x
z
y
z
S
S
M zz
n
q
r
M h
( .. )
Mxx=-1 , |Mxx|1
Sxy
l,m,n
y=1
p,q,r
y
Sx
Mh
Y X
!!!
(shear, skew)
, !!!!
(1)
(2)
(3)
(4)
(5)
(1)
(2)
(3)
(hard shadows)
(soft shadows)
, .
( )
( )
,
,
.
L=( , , ,h)
P,
z=0, .. S.
1 0
Ms 0 1
0 0
0 0
xl
yl
zl
zl
0
0
0
0
0
1
, P
, S
z=0
:
=
= + ,
=
, =
,
z = 0
, P
,
S z=0
:
=
-
- (FOV), aspect -
( aspect=1), far near
- .
,
" ".
, shadow
caster .
cos( )
2
0
M pj
0
0
aspect * cos( )
2
sin( ) far
2
far near
sin( )
2
0
0
far near
-
,
, .
,
.
, ,
, , ..
.
,
,
.
: " " (..
2-
)
.
( )
(CAVALIER)
(CABINET)
(l cos ,l sin ,1)
arcctg (l )
arcctg (1) 45
arcctg (1 / 2) 63.435
(2)
( 45)
DirectX:
zz= ,
.
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.