Abavulindlela kwi-3D Computer Graphics

Amadoda Aphezu Kokuqhaqha

Kukho amawaka amatshitshi abanobuchule abasebenzayo kwikhompyutri yekhompyutheni yanamhlanje, kwaye banendima enkulu ekwakheni imidlalo esidlalayo kunye neefilimu esizibukele kwimisebenzi yobugcisa. Kodwa emva kwazo zonke izenzi-mveliso zedijithali enkulu yenzululwazi yecomputer eye yanceda ukwenza umsebenzi wabo unokwenzeka.

Kwezinye iimeko, izazinzulu ziyi-artists ngokwazo, kwezinye iimeko zazivela kwizikhokelo ezingahambelani ngokupheleleyo. Enye into yokuba wonke umntu kuloluhlu ufana nokokuba bafaka imifanekiso yecomputer phambili ngandlela-thile. Abanye babo babeka umgangatho kwiminyaka emininzi edlulileyo xa i-shishini yayisisebuncinaneni. Abanye bacwangcisa ubuchule, bafumana izisombululo ezintsha kwiingxaki zesikhathi esidala.

Bonke boovulindlela:

01 ngo-10

Ed Catmull

Todd Williamson / Umxhasi / i-Getty Izithombe

Imephu yeMephu, ukuKhutshwa koLwahlulo, ukuHlulwa kweziNdawo zoLwahlulo, ukuThengiswa kweZ

Ngenxa yobume obubhiyoziweyo njengomnye wabalingani-basebenzi be-Pixar Animation Studios, u-Ed Catmull mhlawumbi ngumsululwazi owaziwa kakhulu kule khompyutha. Nabani na ochitha nayiphi na ixesha elilandelayo okanye ukufunda malunga neComputer Graphics icandelo ngokuqinisekileyo lifihla igama lakhe kanye okanye kabini, kwaye abantu abangazange baxhamle kwicala lobuchwepheshe beCG bambona bemkela i-Award Academy ye-Impumelelo yezobugcisa ngo-2009.

Ngaphandle kwePixar, igalelo elikhulu likaCatmull ensimini liquka ukuveliswa kwemephu yokumisa (zama ukucinga ngoshishino ngaphandle kwemephu yokubhala), ukuphuhliswa kwezinto ezichasene nokuqhelaniswa, ukulungiswa komgangatho wokuhlukanisa iziqephu, kunye nomsebenzi wokuphayona kwi-Z -ukunyuka (ulawulo olujulile).

U-Ed Catmull wayengomnye weengcali zokuqala zeekhompyutheni ukuqala ukubeka isiseko somboniso wamashishini wekhompyutheni , kwaye neminikelo yakhe ensimini iyancipha. Okwangoku ungumongameli we-Pixar kunye neWalt Disney Animation Studios.

02 ngo 10

Jim Blinn

Wikimedia Commons

Umzekelo weBlinn-Phong Shader, i-Bump Mapping

U-Blinn waqala umsebenzi wakhe kwi-NASA, apho asebenza khona kwi-visualizations ye-Voyager mission, nangona kunjalo inxaxheba yakhe kwimifanekiso yekhompyutheni yafika ngo-1978 xa iguqule indlela yokukhanya edibanisa neendawo ze-3D kwimeko yesofthiwe. Akabhali nje kuphela ukubhala umzekelo weBlinn-Phong shader, owenzela i- 3D model , i-computedally inexpensive (ie fast).

03 ngo 10

ULoren Carpenter noRobert Cook

I-Photoshot / Umxhasi / i-Getty Izithombe

Reyes Ukunikezela

Idilesi yokuqala, kwoluhlu, Umdwebi kunye neCheka bahlukana ngenxa yokuba bapapashe umsebenzi wabo wokuba ngumhlaba njengababhali ababambisene nabo (u-Ed Catmull nabo bancedisa uphando). Le sibini yaba negalelo ekuphuhliseni i-photorealistic u- architecture , eyenza isiseko sePlkar sePhotoRealistic RenderMan software (IMPRMan efutshane).

UReyes, omileyo kwiRenders Everything You Ever Saw, isasetyenziswa ngokubanzi kwizicwangciso ze studio, ngokugqithiseleyo kwiPiarar, kodwa kwakhona njengeqoqo lama-spinoffs ekuthiwa yi-Renderman -compressant renderers. Kwii-studio ezincinci kunye nabaculi ngabanye, uReyes uye waxhaswa ngeeplayline / raytracing amaphakheji njengeMental Ray neVRay.

04 we-10

Ken Perlin

Slaven Vlasic / Stringer / Getty Izithombe

Umsindo wePerlin, u-Hypertexture, i-Real-Time Character Animation, ii-Stylus Based Input Devices

I-Perlin yenye yenye yezo shishino ezinzima eziphumelelayo zifikelela kwaye zixabisekileyo. I-Perlin Noise yinto eyaziwayo kunye neyoyikrakrayo yokwenza inkqubo (njengokuba, ngokukhawuleza, kulula, akukho mephu efunekayo) ehamba ngokuqhelekileyo kuyo yonke ipakethe ye-software ye-3D . I-Hypertexture-ukukwazi ukujonga utshintsho kwimifanekiso yeemodeli ngexesha langempela-linye yeendlela zobuchule obukhulu bokugcina kwisitethi seetayiti. Ndicinga ukuba i-animation-time character animation mhlawumbi iyathetha. Izixhobo zokufaka ama-Stylus Based Ingput Devices-zama ukuhlula umdwebi wesitrato kwi-tablet yakwaWacom ethembekileyo.

Zizo zonke izinto ezenziwe ngumbhali wedijithali yonke imihla enye eyenza ubugcisa. Mhlawumbi akukho ntshukumo yePerlin yayingumngcipheko njengoko kuthethwa, ukuveliswa kwemephu, kodwa yonke into ibalulekile.

05 we-10

UPat Hanrahan noHenrik Wann Jensen

Valerie Macon / Stringer / Getty Izithombe

Ukusasazwa kwe-Subsurface, Mapping Mapping

Ngaba wambonayo i-Pixar's Tin Toy, okanye nayiphi na enye inzame yokuqala kwi-photo-reality rendering of character? Into ibukeka, kulungile? Kungenxa yokuba isikhumba somntu asilokho opaque-sitshintsha, sichitha, okanye sithatha isabelo esikhulu sokukhanya esikubethayo, sinika isikhumba sethu sibomvu sibomvu okanye esibomvu apho imithana yegazi isondele phezulu. Umthunzi wokuqala wamanzi wawungenakukwazi ukwenza oku kusebenza kakuhle, kubangela ukuba abantu babonakale befile okanye bafana ne-zombie.

Ukusabalalisa kwe-Subsurface (SSS) yindlela yokwenza umthunzi owenza i-skin in layers, kunye nohlu ngalunye oluhambisa i-hue ehamba phambili eyahlukeneyo ngokusekelwe kwiimephu ezizimeleyo-yiyona nto igalelo likaJensen noHanhan elikhulu kwintsimi, kwaye iyincedo endleleni abantu abalinganiswa ngayo namhlanje.

I-algorithm yemephu ye-photon ibhalwe ngu-Jensen yodwa, kwaye ihambelana nokukhanya okugqithiseleyo ngezinto eziguquguqukayo. Ngokukodwa, imephu ye-photon yindlela ebonakalayo yokukhanyisa ihlabathi jikelele esetyenziswa ngokuqhelekileyo ukubonisa ukukhanya okudlula ngeglasi, amanzi okanye umphunga.

La mabini awamabhaso e-Awarded Academy ekuphumeleleni kwezobugcisa emsebenzini wabo kwi-disurface ukusasazeka.

06 ngo 10

U-Arthur Appel no-Turner Whitted

Wikimedia Commons

Raycasting & Raytracing Algorithms

Nangona ubuchwepheshe bobubini obuhlukeneyo, sibheka i-radicasting (Appel 1968) kunye ne-raytracing (i-Whitted 1979) njengengeniso eyodwa kuba i-Turner Whitted yayisakhela ngokutsha kwaye iguqule umsebenzi u-Appel wayenze iminyaka emininzi ngaphambili.

Ngokubambisana, enye ipolki ibini isiseko sobuninzi beendlela zokuguqulela, kwaye iyancedisa i-scanline renderers ngenxa yobuchule babo obukhulu bokuvelisa ngokucacileyo ukukhanya kwezinto ezibonakalayo ezifana nombala wegazi, isithwathwa sezithunzi, ukuchithwa, ukucamngca kunye nobunzulu bebala. Nangona i-raytracing renderers ichanekile kakhulu, iyona nto ilahlekileyo yenzekile (kwaye isalokhu) iqhutyana kunye nokusebenza kwayo. Nangona kunjalo kunye neCPs ezinamandla ezinamhlanje kunye negraphic hardware ezinikezelweyo, oku kuye kwaba ngaphantsi kombandela.

07 ngo 10

UPaul Debevec

UMax Morse / umgca / i-Getty Izithombe

Imifanekiso esekelwe ukuGcina kunye neModeling, i-HDRI

Ngenxa yokuphumelela kwakhe, uPaul Debevec nguye kuphela ophethe uxanduva lweminyaka engamashumi amawaka e-"engozini yokuhlala ehleli egumbini elimhlophe kodwa ebonisa indawo epheleleyo" imifanekiso. Kodwa naye unesixanduva sokunciphisa ukuhamba kwemisebenzi yamakhulu emvelo, iimoto kunye neengcali zengcamango zokubonwa.

Imifanekiso esekelwe kwisigxina yenza kube lula ukusebenzisa umfanekiso we-HDRI (umfanekiso we-panoramic we-360 degree yemeko) ukuvelisa imephu ekhanyayo kwindawo yesimo se-3D. Ukuvelisa imephu ekhanyayo kwilizwe lenene i-vista kuthetha ukuba abaculi abasasadingeki ukuba bachithe iiyure bebeka izibane kunye neebhokisi ezibonisayo kwindawo ye-3D ukuze bafumane ukuhlonipha.

Umsebenzi wakhe ngomfanekiso wesimo esisekelwe kumfanekiso uvumela ukuveliswa kwemodeli ye-3D ukusuka kwiqoqo leemifanekiso-ezi zinto zaqala ukusetyenziswa kwi -Matrix, kwaye ziye zaphunyezwa kwiindidi ezininzi zefilimu ukususela ngoko.

08 ngo 10

Krishnamurthy & Levoy

University of Stanford

Imephu eqhelekileyo

Apho ukuqala ngala mabini. I-oeuvre yabo inokuthi iquletheke kuphela, kodwa inkwenkwe yayinkulu. Imephu eqhelekileyo, yakhiwe ngcamango yokuba kunokwenzeka ukuba ifanelane nesimbolo esiphezulu (kunye nezigidi zeepoloni) kwisigxina esiphantsi se-polygonal cage esekelwe kumgangatho oqhelekileyo womgangatho.

Oku kungathi kungabonakali kangangoko ukuba uvela kwimvelaphi yembonakalo apho kungabonakali ukuba unikezele kwii-80 ii-CPU iiyure zokunikezela ixesha kwisakhelo esisodwa sefilimu. Mane ufumane indawo yokugcina igcwele iikhomputha kunye nokunyanzela, unokuthi.

Kodwa kuthiwani kwimveliso yezemidlalo apho iimeko ezizeleyo zifuneka ukuba zinikezelwe ngamaxesha angama-60 ngesibini? Ikhono lokubhaka "indawo eneemidlalo eninzi kunye nezigidi zeepolgoni kwi-poly-tons-real-time mesh isona sizathu esona sizathu sokuba iimidlalo zanamhlanje zibonakala zilungele. Iimpahla zeMfazwe ngaphandle kwemephu eqhelekileyo? Akukho ithuba.

09 we-10

I-Ofer Alon noJack Rimokh

UJason LaVeris / Umxhasi / i-Getty Izithombe

I-Pixologic eyasungulwa, yenze i-ZBrush

Kwiminyaka engaba elishumi edlulileyo aba bafana baqhankqalaza i-shishini xa basekela iPixologic kwaye bazisa isicelo sokufakela imodeli, iZBrush. Baye bodwa bodwa bahamba ngexesha le-sculptor, kwaye kunye nalo kwafika amakhulu emininzi ecacileyo, engabonakaliyo, i-3D imifanekiso efana nehlabathi elingakaze libonwe.

Isetyenziswe ngokubambisana nemephu eqhelekileyo, i-ZBrush (kunye nesofthiwe efana ne-Mudbox eyakhelwe kwiingcamango ezifanayo) ishintshile indlela abahamba ngayo. Esikhundleni sokusebenza ngokugqithiseleyo kunye ne- topology , ngoku kunokwenzeka ukuyibeka imodeli ye-3D njengengxande yobumba bedijithali enesidingo esincinci sokubeka i-polygons vertex nge-vertex.

Ngenxa yamaphetheli yonke indawo, mbulela uPixologic. Enkosi.

10 kwi-10

UWilliam Reeves

U-Alberto E. Rodriguez / abasebenzi / i-Getty Izithombe

I-altimith ye-Blur algorithm

UReeves ungomnye walabo bafana abaye bagqitha nje ngeentsimbi zonke onokuzicingela kwi-computer graphics graphics. Usebenze njengomlawuli wezobugcisa kwi-film ye-shortclub ye- Luxo Jr. ka-John Lasseter (ukuzalwa kwesibane sePixar) kwaye uye wadlala indima enkulu kwiimpawu ezilishumi elinanye. Iminikelo yakhe idla ngokubakho kwizikhundla zobugcisa, kodwa ngezinye izihlandlo wayetyala iitalente zakhe njengomzekelo, kwaye mhlawumbi kanye nje nge-animator.

Impumelelo yakhe enkulu yobugcisa, kunye nesizathu esivakalayo esikuluhlu, kukuhlakulela i-algorithm yokuqala ukuphumeza ngokunyaniseka ukuhamba kwesimo se-computer.

Funda ngokushicilela kwe-3D.