Limitations

Polygon Count. A polygon can have many sides and need many points to define it, in order to compare one imaging system with another a polygon count is taken as a triangle. A triangle is processed as three points in the x, y, and z axes, this needs nine geometrical descriptors. Furthermore coding is given to each polygon for colour, brightness, shading, and texture. If you analyse the characteristics of a certain imaging system, the exact definition of polygon count should be collected as it applies to that certain system. This depends entirely on the engine, on the graphics hardware and memory capacity of a computer, and on the specific application. Triangle counts are often less important than shader complexity and the number of pixels rendered. This is because pixel bandwidth NOT vertex bandwidth tends to be the limiting speed factor.

In 3D design File Sizes are a massive limitation, polygon by polygon files get larger and larger. For example when making a game every piece of geometry in a scene included in characters, guns, objects and the surrounding landscape add up to a massive file size. The minimum hard drive space needed for a game just released on the 13/11/07 by the name of Crysis is 12GB. This 12GB is for the finished product available to customers. Not only this it is important to consider the file sizes generated in the production process and the storage space required to store them.

Rendering times are another issue for 3D design as scenes and animations can take days to render. This can be due to poor hardware or software that isn’t efficient. There is a limit for what 3D software can do on current CPUs. This limit is based on memory bandwidth and the size of L1 and L2 caches.

Expense The cost of a 3D design software package along with a system that can handle the software fluidly and render effectively comes at a very expensive price. The RAM, CPU and GPU account for a lot of the 3D work within a system and they definitely need to be above average standards. Overall setting up a 3D design workstation requires a moderate amount of finance.

Application of 3D

Where and why is 3d used?

In The Architecture, Engineering, and Construction Industry for the 3D modelling of :

  • Roads and Highways
  • Railroads and Tunnels
  • Water Supply and Hydraulic Engineering
  • Storm Drain, Wastewater and Sewer systems
  • Mapping and Surveying
  • Chemical Plant Design
  • Factory Layout
  • Heating, Ventilation and air-conditioning
  • Industrial Design
  • Software applications
  • Apparel and Textile Design
  • designing musical instruments
  • Fashion Design
  • Garden design
  • Lighting Design
  • 3D Engine

    3D can be used in the form of CAD (Computer-aided design) to design, develop and optimise products, which can be goods used by end consumers or intermediate goods used in other products. CAD is  used in the design of tools and machinery used in the making of components, and in the design of all types of buildings, from houses to hospitals and factories.

    CAD is mainly used for detailed engineering of 3D models, but it is also used in the engineering process in the concept design and layout of products. It is carried on into strength and dynamic testing of assembling products.

    CAD has become an  important technology with benefits such as lower product development costs and a greatly shortened design cycle. CAD helps designers to lay out and develop work on screen, print it out and save it for editing so they casn save time on their drawings. The fact that ALL of this can be done from behind a computer moniter is an amazing benefit reducing costs massively.

    CAD 

    This is a fully editable digital CAD production. Showing just how complex a drawing can become on 1 computer screen.

    Ray tracing algorithm example

    Rendering – Radiosity and Raytracing

    The key benefits that radiosity offers over standard lighting are as follows: Improved Image Quality: Applying radiosity to 3ds max simply means that more precise photometric reproduction of the lighting in scenes you create. These images of more natural realism are achieved through effects such as indirect light, soft shadows and colour bleeding between surfaces.

    Photometric units are systems for defining amounts of light energy

    Here is a breakdown of different photometric units:

    Symbol

    Term

    Unit

    Unit Definition

    Q Light quantity
    lumen-hour   
    lumen-second      

                               

    radiant energy
    as corrected for eye’s spectral response
    F Luminous flux lumen radiant energy flux
    as corrected for eye’s spectral response
    I Luminous intensity candle
    candela
    candlepower
    one lumen per steradian
    one lumen per steradian
    one lumen per steradian
    E Illumination foot-candle
    lux
    phot
    lumen/foot^2
    lumen/meter^2
    lumen/centimeter^2
    B Luminance candle/foot ^2
    foot-Lambert =
    Lambert =
    stilb =
    nit =
    see unit def’s. above
    (1/pi) candles/foot^2
    (1/pi) candles/centimeter^2
    1 candle/centimeter^2
    1 candle/meter^2

    The main difference between Local and Global illumination is that in local illumination it is only direct lighting that is a variable. Local illumination algorithms only describe how individual surfaces reflect or transmit light. Global illumination gives an overall lighting solution through algorithms that takes account of all indirect lighting.

    In mathematics, computing, linguistics, an algorithm is a list of well-defined instructions for a task that, given a beginning stage, will proceed through a well-defined series of successive states. The two types of Global illumination algorithms that are used in 3ds Max are radiosity and ray-tracing.

    Ray tracing described simply is the process in which rays are traced from the camera through a pixel, to the geometry and then back to their light sources.

          

    Radiosity offers a significant solution to ray tracing in the fact that radiosity is not camera dependent and that ray tracing is dependent on a camera. 

      

    Lighting Algorithm + -

    Ray tracing

    Accurately renders direct illumination, shadows, specular reflections and transparency effects.

    Memory efficient.

    In the computing process this is expensive.

     The rendering process is greatly affected by the number of light sources. The process is view dependent so it must be repeated for each view.

    Ray tracing DOES NOT account for ‘diffuse interreflections’.

    Radiosity

    DOES calculate diffuse interreflections between surfaces.

    Gives view independent solutions for a fast display of arbitrary views.

    3D mesh requires more memory than the normal surfaces.

    The surface sampling algorithm can be more affected by imaging artifacts than ray-tracing.

    Does not account for specular reflections or transparency effects.

    Diffuse interreflection is a process where light reflected from an object strikes other objects in the surrounding area, illuminating them. Diffuse interreflection describes light reflected from objects which are not shiny or specular. 

    Artifacts are misrepresentations of structures such as a building or in medical use a tissue structure. These misrepresentations (artifacts) are caused by a reconstruction algorithm’s inability to represent the anatomy.

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