Wednesday, 22 September 2010

Direct3D vs OpenGL

As we move on with our study into the principles of 3D, we started to look out two API's (Application Programming Interface), Direct 3D and OpenGL, and a little into how they both work, and what they work best with.


For starters, let's take a look at OpenGL. OpenGL is mainly a cross platform API (useable on multiple computers), made by Silicon Graphics. OpenGL is also a open source API, meaning that developers do not have to pay to use it, they can use and modify it to their own needs. While the PS3 uses the OpenGL API, the Wii uses a modified OpenGL API called GX. OpenGL however is mainly used to create programmes that can display and edit graphics.

Direct3D is a part of Microsofts DirectX API, and as such, is only useable on microsoft platforms, unless others pay for it's use (ex. Dreamcast). Since Direct3D came out, it has been OpenGL's main competitor. Direct3D was however, often criticized for having complicated means for performing simple task. While Direct3D is designed to utilize and graphics acceleration device is installed on a machine, OpenGL is specifically designed for machines that don't have a graphics accelerator.

Both API's do follow the system know as the Graphics Pipeline, which is the process of rasterization-based rendering, which is essentially taking a 3D scene, and creates a 2D raster image from it. OpenGL and Direct3D are two pipeline models, which are seen as industry standard.

The Graphics Pipeline.

Monday, 20 September 2010

That's one fancy lookin' "Prison"!

Today we got the chance to watch the first episode of The Prisoner. The main point of watching this episode was mainly to observe the design of the show, but also to try and gather my own opinion of the show so far.

The Prisoner originally aired from 1967-1968, so it's very easy to assume that the presentation would be pretty... bad, but this really couldn't be further from the truth. With the show being set in the seemingly perfect town of portmeirion, it's a little difficult to not find the setting to be somewhat futuristic (for its time), yet eerie at the same time. Given the time that the show was filmed in, and the technology that was avaliable to use then, the prisoner certainly stands out.

Portmeirion in all it's beauty
The setting itself isn't the only thing that'll immediatly stand out to people with this show though. Furniture is a key part of the prisoners design, which again stands out to be way ahead of its time. Take for example the now infamous Egg-Chair, which was origanlly designed in 1958. Its shape was something, that at the time, was revolutionary, it was a chair that wasn't made of wood and supported itself with 4 legs.
 One final thing that I would actually like to show aswell for the design of the Prisoner is the white balls (Rovers) that are shown throughout the episode. These things really stood out to me because of their very sleek and clean design, which resembles something like a Mac in todays age.
Overall, the Prionsers design manages to be modern, slightly futuristic and a bit nostalgic all at the same time... if that makes much sense.


Now, onto my opinions of the first episode. I won't lie when saying this, but I wasn't expecting too much when starting the show. I had honestly expected to series to not age very well, and for it to be one of those "It was alot better back in the day" kind of deals, yet I was pleasantly surprised. The show sets itself up very well, we know that number 6 knows something others don't want him to know, yet we don't know what he knows (That's alot of knows), it immediatley pulls you in with this.

Nice chair, where can I get one?
 As soon as number 6 arrives at this island, and everyone is acting as if it's just another day, you know that there's a much greater power behind this than just the "Evil guys want to rule world" cliche. If there are this many people on this island, who all know (or knew) something they weren't supposed to, then that something has to be big.

However, some parts of the series haven't aged well, mainly some of the effects (I'm looking at you Rover!) and some of the camera work, yet they can essentialy boil down to nit-picks.

Regardless, after one episode, I can't wait to find out just what this big secret is, and how the rest of the series will pan out.

Be seeing you~

CURSE YOU ROVER! D:

Positing about a post

So on Thursday (I think it was Thursday... maybe Wednesday) we looked into Maya and 3DMax again. This time around though, we were aiming to create something quite simple, but to help us with 3D enviroments. A lamppost.

The point was to create a nice looking lampost, based on an image, and create it in Maya or 3DMax, using as little polygons as possible (Under 100 preferably). I found this to be fairly simple really, as a lampost is essentially a couple of shapes on top of each other, but it was also good practice to get back into 3D modeling. I used the box modeling method here, to keep the poly's to a minimum.
  

















Laters~

Wednesday, 15 September 2010

The Applications and Principles of 3D

The use of 3D is something that is incredibly common, in a wide range of mediums today. From video games to films, and even furniture design.

One place where 3D is used now is in real estate. 3D visualizations of a home have the upper hand over a 2D blueprint, as they can be alot more accurate and better designed. They essentialy give the buyer a chance to view the property, even if the building is in the pre-contstruction.

Computer-aided design (CAD) and Computer-aided manufacturing (CAM) are two uses of 3D technology. CAD is the process of going through and desiging a 3D product, whereas CAM is controlling the creation of the product, based on the design itself.

A more common use of 3D technology is in medicine. Generally used to give a more detailed view of the human body. For example, plastic surgeons would use this to get exact measurements to change and form shapes.

Holy Blog Posting Batman!

Oh snaps, first post of this blog thinga-merjig. Hello everyone, I'm Joe, and this blog is basically going to be a record of my 3D design ideas and stuff.

Capitalism, ho!