Amaphayona e-3D Computer Graphics

Amadoda Okubangela Ukuhlukumezeka

Kukhona izinkulungwane zabaculi abanamakhono abanamakhono abasebenza embonini yanamuhla yehluzo zekhompyutha, futhi banendima enkulu ekubunjweni imidlalo esiyidlalayo namafilimu esiwabuka emisebenzini yobuciko abayiyo. Kodwa ngemuva komculi omkhulu we-digital ngumsayense wekhompyutha osize ukwenza umsebenzi wabo ukwazi.

Kwezinye izimo, ososayensi babengabaculi ngokwabo, kwezinye izimo bavela ezikhungweni ezingavumelani ngokuphelele. Into eyodwa wonke umuntu kulolu hlu ufana nalokho ukuthi bafaka ihluzo zekhompyutha phambili ngandlela-thile. Abanye babo babeka umgogodla eminyakeni eminingi edlule lapho imboni isasencane. Abanye bahlenga amasu, bethola izixazululo ezintsha ezinkingeni zakudala.

Bonke babengamaphayona:

01 kwezingu-10

Ed Catmull

Todd Williamson / Umhlanganyeli / Getty Izithombe

Ukumiswa Kwemidwebo, Ukulwa Ne-Anti-aliasing, Izindawo Zokuhlukaniswa Ngaphansi, Ukuguqula Z-Z

Ngenxa yesigubhu sokugubha njengomunye wabambiseneli be-Pixar Animation Studios, u-Ed Catmull cishe isazi sekhompyutha eyaziwa kakhulu kulolu hlu. Noma ubani ochithe noma yikuphi isikhathi esilandelayo noma ukufunda mayelana nomkhakha we-Computer Graphics uye wafinyelela igama lakhe kanye noma kabili, futhi ngisho nabantu abangathandeki ohlangothini lwezobuchwepheshe be-CG kungenzeka ukuthi bambonile ukwamukela i-Academy Award yokuphumelela kwezobuchwepheshe ngo-2009.

Ngaphandle kwePixar, iminikelo enkulu kunazo zonke zikaCatmull ensimini ifaka phakathi kokusungulwa kwebalazwe lokudweba (zama ukucabanga ngomkhakha ngaphandle kwemephu yokuthungatha), ukuthuthukiswa kwezinhlelo zokulwa nokuqedwa kwamakhemikhali, ukulungiswa kwemikhawulo yokuhlukanisa iziqephu, kanye nomsebenzi wokuphayona ngomqondo kaZ -ukuhlukumeza (ukuphathwa okujulile).

U-Ed Catmull wayengomunye wabososayensi bokuqala bekhompiyutha ukuqala ukubeka isisekelo sembonini yamuva yamakhompiyutha wekhompiyutha , futhi iminikelo yakhe ensimini iyancipha ngempela. Njengamanje okwenza umongameli wezobubili ze-Pixar ne-Walt Disney Animation Studios.

02 kwezingu-10

Jim Blinn

Wikimedia Commons

Isibonelo se-Blinn-Phong Shader, i-Bump Mapping

UBlinn waqala umsebenzi wakhe e-NASA, lapho asebenza khona ekuboniseni umsebenzi we-Voyager, kodwa ukufaka isandla kwakhe kwihluzo zekhompyutha kwafika ngo-1978 lapho evuselela indlela ukukhanya kuhlangana ngayo nezindawo ze-3D endaweni yesofthiwe. Akukona nje ukuthi ubhala imodeli yeBlinn-Phong shader, eyanikeza indlela engabizi (okusheshayo) yendlela yokucubungula i-computing surface model on 3D model , futhi ubizwa ngokuthi yi-bump mapping.

03 ka-10

U-Loren Carpenter noRobert Cook

I-Photoshot / Umhlanganyeli / i-Getty Izithombe

Reyes Ukunikeza

Umbhangqwana wethu wokuqala, ohlwini, Umbazi kanye neCheka abahlukaniswanga ngoba bashicilela umsebenzi wabo wokubamba iqhaza njengabambisene nabo (Ed Catmull nabo banegalelo ekucwaningeni). Lo mbhangqwana waba nendima ekuthuthukiseni izakhiwo zobuciko beReyes ezenziwe ngama-photorealistic, okwenza isisekelo sePlusti yePhotoRealistic PhotoRealistic RenderMan ye-Software (PRMan for short) esekelwe yiPixar.

U-Reyes, omelela ama- Renders Everything You Ever Saw, usasetshenziselwa kabanzi kuma-studio, ikakhulukazi ePixar, kodwa futhi njengamaqoqo e-Reyes spinoffs okubizwa ngokuthi ama-renderers avumelana no-Renderman. Ama-studios amancane nabaculi ngabanye, u-Reyes uye waxhaswa ngamaphakheji we-scanline / raytracing njenge-Mental Ray ne-VRay.

04 kwezingu-10

UKen Perlin

Slaven Vlasic / Stringer / Getty Izithombe

I-Perlin Noise, i-Hypertexture, i-Real-Time Character Animation, Amadivayisi Wokufaka Ama-Stylus

I-Perlin ingenye yezo zinkampani ezinkulu eziphumelelayo ezifinyelela kakhulu futhi eziyigugu. I-Perlin Noise iyindlela yokwenza inqubo ethandwa kakhulu futhi ehlekisayo (njengokungathi, okusheshayo, kulula, akukho ukudweba-imephu edingekayo) efika ejwayelekile kuzo zonke iphakethe le-software le-3D . Ukukhishwa kwamanzi-ikhono lokubuka izinguquko kumidwebo womodeli ngesikhathi sangempela-kungenye yezindlela ezinhle zokulondoloza isikhathi esitokisini samathuluzi. Ngicabanga ukuthi i-real-time uhlamvu lomfanekiso ukhuluma ngokwayo. Amadivayisi we-Stylus Based Input Devils-zama ukuhlukanisa umdwebi wezithombe ezivela kuthebhulethi yabo ye-Wacom ethembekile.

Lezi yizinto zonke umculi we-digital esebenzisa njalo ngosuku olulodwa ukuthi enze ubuciko. Mhlawumbe akekho ukuthuthuka kukaPerlin kwakunjengokushiwo, ukusungulwa kwebalazwe-mapping, kodwa konke kuyigugu.

05 ka-10

Pat Hanrahan noHenrik Wann Jensen

I-Valerie Macon / Stringer / Getty Izithombe

Ukusabalalisa kwe-subsurface, ukuphenya kwe-Photon

Uke wambona i- Tin Toy ye-Pixar, noma yimuphi omunye umzamo wokuqala ekubukeni kwesithombe somlingiswa womuntu? Kukhona okubukeka, kulungile? Kungenxa yokuthi isikhumba somuntu asilo opaque ngokuphelele-empeleni sithumela, sichitha noma sithatha ingxenye enkulu yokukhanya esikushayayo, okwenza isikhumba sethu sibe nesibhakabhaka esibomvu noma esibomvu lapho imithwalo yegazi iseduze khona. Ama-shaders asekuqaleni ayengenakukwazi ukwenza lokhu ngendlela efanele, okwenza abalingiswa babantu babonakale befile noma bafana ne-zombie.

Ukusabalalisa kwe-Subsurface (SSS) kuyindlela yokwenza shade eyenza isikhumba emigqeni, nesendlalelo ngasinye esithumela i-hue ehambisana nendawo esekelwe ekujuleni kwamamephu-lokhu kuyi-contribution enkulu kunazo zonke zikaJensen & Hanrahan ensimini, futhi kuyasiza ngendlela abalingiswa babantu abaye bahumusha ngayo namuhla.

I-algorithm ye-photon mapping ibhalwe ngu-Jensen yedwa, futhi ngokufanayo ibhekane nokukhanya okudlula izinto eziguquguqukayo. Ngokuqondile, ukudweba kwe-photon kuyindlela yokukhanyisa yomhlaba wonke okusetshenziselwa ukuvama ukukhanya okudlula ngilazi, amanzi, noma umoya.

Lezi zombili zaba yimiklomelo ye-Awarded Academy ekuphumeleleni kwezobuchwepheshe emsebenzini wabo ngokusabalalisa kwe-subsurface.

06 kwangu-10

I-Arthur Appel & i-Turner i-Whitted

Wikimedia Commons

I-Raycasting & Raytracing i-Algorithms

Nakuba ngobuchwepheshe obuhlukene obuhlukene, sibheka ama-radicasting (i-Appel 1968) kanye ne-raytracing kamuva (i-Whitted 1979) njengengeniso eyodwa ngoba i-Turner Whitted yayisakhiwe futhi iguqule umsebenzi u-Appel ayewenzile eminyakeni eminingi ngaphambili.

Ngokubili, i-punch eyodwa eyodwa yakha isisekelo samasu amaningi okuhumusha amanje, futhi isetshenzisiwe ama-renderers we-scanline ngenxa yekhono labo elikhulu lokukhiqiza ngokunembile izinto zokukhanyisa zemvelo ezifana nombala wegazi, isithunzi somthunzi, ukugxeka, ukucabangela, nokujula kwensimu. Nakuba i-raytracing renderers inembile kakhulu, insalela enkulu kunawo wonke ibilokhu ikhona (futhi isalokhu ikhona) ijubane nokusebenza kwazo. Noma kunjalo ngama-CPU anamandla anamuhla namakhompyutha we-graphics, lokhu kuye kwaba yinkinga enkulu.

07 kwangu-10

UPaul Debevec

I-Max Morse / Stringer / Getty Izithombe

Ukunikezwa kwesithombe nokusekela, HDRI

Ngenxa yokuphumelela kwakhe, uPaul Debevec ubhekene namashumi ezinkulungwane zezimoto "zezimoto ezizayo ezihlezi egumbini elimhlophe kodwa libonisa imvelo egcwele". Kodwa futhi unesibopho sokululaza ukuhamba komsebenzi kwamakhulu ezindawo zezemvelo, ezomoto, nezokubukwa kwezakhiwo.

Ukunikezwa kwesithombe esekelwe kwenza kube lula ukusebenzisa isithombe se-HDRI (umfanekiso we-panoramiki we-360 degree wemvelo) ukudala amamephu okukhanya endaweni yesehlakalo se-3D. Ukwenza amabalazwe alula avela kwi-vista yezwe yangempela kusho ukuthi abaculi abasasadingeki ukuba bachithe amahora bebeka izibani namabhokisi okubonisa endaweni yesimo se-3D ukuze bathole ukuhlonishwa okuhloniphekile.

Umsebenzi wakhe onobuhle obusungulwa kwesithombe uvumela ukukhiqizwa kwe-3D model kusuka ekuqoqweni kwezithombe ezisekhona-lezi zinguquko zaqala ukusetshenziswa ku- The Matrix, futhi zisetshenziswe ezinkampanini eziningi zamafilimu kusukela ngaleso sikhathi.

08 kwezingu-10

Krishnamurthy & Levoy

I-Stanford University

Ukumayela Okuvamile

Lapho uqala khona nalaba ababili. I-oeuvre yabo ingahle ibe yinto eyodwa kuphela, kodwa umfana kwakuyinto enkulu. Ukumayela okuvamile, kwakhiwe ngomqondo wokuthi kungenzeka ukuthi uvumelane nesigayela esinemininingwane eminingi (ngezigidi zamapoloni) kwisiteji esiphansi se-polygonal esisezingeni eliphansi esekelwe emigqeni yokujwayelekile yomfanekiso.

Lokhu kungase kungabonakali njengokungathi uvela emlandweni wezithombe ezibukwayo lapho kungabonakali ukuthi unikezele kumahora angu-80 we-CPU ngesikhathi sokunikeza isikhwama esisodwa sefilimu. Vele uthole indawo yokugcina igcwele amakhompiyutha futhi ubeke amandla, ungase uthi.

Kodwa kuthiwani embonini yamageyimu lapho indawo yonke idinga ukuhunyushwa izikhathi ezingu-60 njalo ngomzuzwana? Ikhono "lokubhaka" izindawo eziningi zezemidlalo nezigidi zama-polygoni zibe yi-poly-real-timing timing ephansi kakhulu yilezizathu nje yokuthi imidlalo yanamuhla ibonakala ihle kakhulu. Ama-Gears of War ngaphandle kwemephu evamile? Akuyona ithuba.

09 kwezingu-10

Ofer Alon & Jack Rimokh

UJason LaVeris / Umhlanganyeli / i-Getty Images

I-Pixologic eyasungulwa, idalwe i-ZBrush

Eminyakeni engaba yishumi eyedlule labafana bashaya imboni ngenkathi basekela i-Pixologic futhi bafaka uhlelo lokuhlelwa kwesimo se-revolutionary, iZBrush. Bengazitholi ngeso lengqondo ngenkathi yomdwebi we-digital, futhi kwafika amakhulu emininingwana enemininingwane eminingi, engaqondakali kahle, amamodeli we-3D efana nezwe ayengakaze abone.

Esetshenziselwa ngokuhambisana nebalazwe evamile, i-ZBrush (kanye nesofthiwe efanayo efana ne-Mudbox eyakhiwe ngemibono efanayo) ishintshile indlela abalingisi abasebenza ngayo. Esikhundleni sokusebenza ngokuphephelela-ukugeleza kanye ne- topology , manje kungenzeka ukudweba imodeli ye-3D njengengxenye yombumba wedijithali onesidingo esincane sokubeka ama-polygons vertex nge-vertex.

Egameni labalingisi yonke indawo, ngiyabonga Pixologic. Ngiyabonga.

10 kwangu-10

UWilliam Reeves

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

I-algorithm ye-Motion Blur

U-Reeves ungomunye walabo bantu abagqoke cishe zonke izinhlamvu ongacabanga ngazo embonini yegraphic computer. Usebenze njengomqondisi wezobuchwepheshe kwifilimu emfushane kaJohn Lasseter (i-albhamu yePixar) futhi wadlala indima enkulu kumafilimu ayishumi nanye. Iminikelo yakhe ivame ukuhlala ezindaweni zobuchwepheshe, kodwa ngezikhathi ezithile wayekweleta amakhono akhe njengendlela yokulinganisa, futhi ngisho kanye njengenhlangano ye-animator.

Impumelelo yakhe enkulu kakhulu, futhi isizathu sangempela esikulolu hlu, kungenxa yokuthuthukisa i-algorithm yokuqala ukuze ilandele ngempumelelo ukufiphaza kokuhamba kwikhompyutha ye-computer.

Funda ngokunyathelisa kwe-3D.