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![]() Three dimensional (3-D) modeling can be generated on various computer platforms (Silicon Graphics, Macintosh, IBM). Tools, techniques and examples presented on this website are referenced from Strata StudioPro software (its the Macintosh program this author uses) but are common to most 3-D programs. Working in 3-D involves three main steps. Step one is the modeling phase. Here an object is constructed from a 3-D primitive of 2-D line/shape. 3-D primitives are cubes, spheres, cones, columns, etc. 2-D line/shapes can be transformed into 3-D objects with modeling tools such as extrude, lathe, skin, sweep, etc. The computer stores the object as a mathematical formula using polygonal or bezier functions. Step two involves geometry. No, this is not geometry class where you must solve proofs. Here perspective of a scene is established. Often perspective is not used in the initial modeling stage because perspective can easily confuse the construction of the objects. Perspective is added in the geometry stage to simulate realism and scale. In Strata, perspective is achieved by changing camera lenses. Lighting is also added in the geometry phase to enhance color, shading, and reflection. Rendering is the final step in the 3-D process. The vector based 3-D objects are converted into a raster based 2-D picture. Essentially, a snapshot is taken of the virtual 3-D world. These worlds have a X component (horizontal axis), a Y component (vertical axis), and a Z component (depth). In the rendering process, the computer creates depth by determining whether or not a pixel is hidden by another. Textures are mapped onto objects for color and realism. Animation is done by rendering several snapshots and playing them back in a quick succession.
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