Monday, January 31, 2011

Building 3D Worlds

Reading this entry I found a lot of information to be new to me. Behavioral modeling is one of the aspects of 3D modeling which describes the behavior of an object in 3D space. The author states that “behaviors are also used to animate articulated characters, determining facial expressions and realistic skin folds” (pg. 216). Within the creating building blocks section it defines the building blocks of a computer graphics program. This includes the description of numerous ways programs create 3D shapes and these are made up of primitives, sweeps, extrusion, revolves, and lofting. Although I am familiar with a few of these through different modeling programs, it was interesting to know the different types of primary techniques that make up the fundamentals of 3D modeling. Digital clay or 3D sculpting was another approach to modeling that I am not familiar with. This form of modeling is used through the “pushing and pulling on the vertices and connecting line of the object’s polygonal mesh” (pg. 228), which then creates new shapes.

This information is beneficial when you are new to 3D modeling programs. By having an idea of the primary structures of a modeling program you have a basis to build on further knowledge of that program. There is also the fact that most modeling programs are built upon these same primary features. This can also benefit the user by having the ability to have basic knowledge of any program they encounter. I believe that in the now and in the future most modeling interfaces will be the same with very little difference other than layout, which is not far from the case today. With most modeling programs having the capability to produce the same work, most of the difference can only be seen in renderings.


"Building 3D Worlds – 3D Geometric Graphics I". The Computer in The Visual Arts by Anne Spalter, Addison Wesley Longman Inc. 1999, pp 212-253.

Thursday, January 27, 2011

Extreme ReDesign (Revised)

I believe that the redesign of case covers for smart phones will serve a multifunctional purpose for the user. Not only will the case provide protection for the phone, but also serve the purpose of minimizing the amount of items that are carried. In an age where phones hold most of the information needed for everyday life including internet access, coupons, cameras, or music, there is no need to carry around a bag or wallet full of information. The only items that are truly then needed are your phone, ID, and a credit or bank card. Therefore, having the ability to carry all of these personal items securely would be more efficient. This is where this design is significant. Incorporating a card holder and a smart phone case together provides a solution for people on the go, needing nothing but their phone and a few cards. Since this design is unisex it will eliminate the need for women to carry a purse, or men, a wallet when rushing out to run quick errands or heading to the gym.

This is not only the ReDesign of an item, but the RePurposing of an already everyday item that everyone can find use for.

Tuesday, January 25, 2011

Modeling

We were asked to experience different methods of modeling through choosing a simple object and model it with the program of our choice using the four methods below.

1. primitives - 3D shapes that are not composed of primary building shapes



2. sweeps - the creation of a 3D shape from the profile of a 2D shape being swept along a straight line or curved path.


3. revolves - a form created from a number of symmetrical results similar to those produced on a lathe.



4. extrusion - the movement of a 2D profile along a curved or straight path resulting in a 3D form.




"Building 3D Worlds – 3D Geometric Graphics I". The Computer in The Visual Arts by Anne Spalter, Addison Wesley Longman Inc. 1999, pp 212-253.

On Geometric Modeling

Geometric Modeling focuses on the categories that have represented data structures over the past forty years. The categories are made up of wire frame models, surface models, and solid models.

Wire frame models which are the oldest are representative of the shapes edge, which only allows the viewer to see outlines instead of the volume of the shape. Surface models give a representation of a limited edge or face of an object. Although surface modeling is easier to read than wireframe, the surface areas of a combined shape cannot be determined since it is not known where these surfaces are connected. Overall solid modeling is the best method to represent forms, all the information about a shape including edges, faces, and volume, can be determined.

Within solid modeling methods have been developed for creating shapes, spatial occupancy enumeration model (“voxel” model), structive solid geometry, and boundary representation model (B-rep). Spatial occupancy enumeration sees solids as sets of matter within a three-dimensional space. A grid (spatial array) is then placed within this space that is occupied by cubes or cells (voxels) that are representative of the form. Two of its shortcomings consist of the calculation of the relationship of parts and the expense of computing recourses. Constructive solid geometry creates the construction of solids through the union of different forms. CSG records operations that are then the end result of the unions of multiple shapes which is then processed through another operator which later determines what shapes are visible but the drawback of using CSG is the difficulty of using the end representation. Boundary representation determines the likelihood of points in space which makes up the edges and faces of a shape. This method, although more exact than the others, provides a more difficult model to construct and manipulate.

The author of this article refers to these types of modeling as advanced, methods that are only used and understood by the seasoned architect or engineer. But each type is broken down to explain its usefulness to the designer in creative situations. When speaking about surface modeling the author says: “its usability for design purposes, in architecture and in mechanical engineering, is limited to the visualization of finished products” (pg. 3). This can be helpful in identifying what modeling program will be best suited for different design circumstances, when visualizing surface modeling should be used, when needing a “geometrically complete” model, solid modeling should be used (pg. 3).

The usefulness for some of this information is relevant but also seems to use it in the context of creating designs using one method, instead of using them to build upon each other. Wireframe modeling, for example, is usually only used for creating the basis for a form. The author states: “representations are very familiar to architects and engineer, who are used to representing building and machines through their contours along, and are trained to “see” in their minds eye the surfaces and volumes they represent” (pg. 1). Without the wireframe there is no structure for which to build a surface or solid model, not having these forms gives the architects/engineers a base for the structure. Wireframing is the basis for which most models are built upon. Until programming is available that can identify the shape that the user intends to create, this method of modeling cannot be deemed obsolete.


“On Geometric Modeling”. Excerpt from “Modeling”, Architecture’s New Media by Yehuda Kalay, The MIT Press, 2004, pp 141-147.

Wednesday, January 19, 2011

Extreme ReDesign

I find that there is a weakness in the design of mobile phone protective covers. They do provide protection for the phone itself, but serves no other purpose. In my own designs I am interested in designing products that have a dual purpose. By introducing another element into the design of the phone case it enables the user to carry less when leaving in a hurry. I find myself, on occasion, only wanting to carry my phone, ID, and credit card. This creates an issue of making sure that you are not going to loose your phone or cards.

My design was inspired through a visit to the library. I found that the only items that I wanted to carry with me were my phone and student ID. When carrying both of these items I find myself placing the ID card underneath the rubber case that is used to protect my phone. I then began to think about carrying these two items together I think about a wallet that my boyfriend carries. His wallet consists of a small leather sleeve that holds a few cards and clip that holds money. I began to wonder how these two items could be incorporated together.

The deliverable for this design competition would include rendered 3D models in Rhino that are also working models.

Sunday, January 16, 2011

Furniture Rendering Animation

Below is an animation using imos design software. This software is an object oriented software that was created with the cooperation of furnishing and hardware manufacturers and in intended to be used throughout the entire design process, from planning to manufacturing.



imos Interiour Design Software - CadSys. (n.d.). . Retrieved January 16, 2011, from http://www.cadsys.ee/Imos/id/237/

Thursday, January 13, 2011

Research Topic - 2D to 3D and Animation

This semester I plan on researching the uses and benefits of 2D/3D animation. Through this investigation I will be looking at the history of how 2D/3D animation came into the market of product design and how it has evolved to its current uses today. Some of my personal designs will also be animated to create user interaction with products that cannot be physically touched.

In some initial research into the field of 2D/3D animation I have found where there has been successful attempts of creating 3D images/animation from 2D photographs. Below are two examples of these attempts, one, an artists with with 2D photos, another is the research from Carnegie Mellon University, which shows how to create 3D images from a photo.