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technical department - boclair academy

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The development of 3D
modelling software enables
architects and design
engineers to create realistic
3D models of their designs.
Previously they would have
been built from clay, card or
polystyrene blocks.

A 3D computer model is a
virtual object which can be
rotated on screen and viewed
from any angle.

technical department - boclair academy

technical department - boclair academy

The wireframe
model is built
up using a
series of
connected
lines to
produce a 3D
object.

technical department - boclair academy

The surface
model is built
up by drawing
the surfaces of
an object. Like
adding the
canvass onto
the frame of a
tent.

technical department - boclair academy

The solid model is


built up by using
simple geometric
forms or extrusions
- such as cuboids,
cylinders & prisms.
These can be
added or
subtracted to
produce complex
3D models.

technical department - boclair academy

Can be produced very quickly.


Can be modified very easily.

Easily add colour & surface texture.


Test structural designs before building eg bridges
& skyscrapers.
Easily sent by email to remote locations
throughout the world.
Less storage space required than a real model.
Used to create realistic simulations.
Clients can explore virtual walk through of 3D
model designs.

technical department - boclair academy

Computer generated models are virtual and can


lack the feel of a traditional model which can
be picked up and handled.
Purchase cost of computers and software.
Training of staff in use of software.

Maintenance of IT systems & network servers.

technical department - boclair academy

3D Clipping
& Viewing
process

technical department - boclair academy

3D Cohen-Sutherland Algorithm

Y axis
+1
Front
Clipping
Plane

y=z

y=-z
-1

Back
Clipping
Plane
z=-1
-1

-Z

3-D Extension of 2-D Cohen-Sutherland Algorithm,


Outcode of six bits. A bit is true (1) when the
appropriate condition is satisfied

Bit 1 - Point is above view volume

y > -z

Bit 2 - Point is below view volume

y<z

Bit 3 - Point is right of view volume

x > -z

Bit 4 - Point is left of view volume

x<z

Bit 5 - Point is behind view volume

z < -1

Bit 6 - Point is in front of view volume

z > zmin

technical department - boclair academy

3D Cohen-Sutherland Algorithm
A line is trivially accepted if both endpoints have a code of all zeros.
A line is trivially rejected if the bit-by-bit logical AND of the codes is not all zeros.
Otherwise Calculate intersections.

On the y = z plane from parametric equation of the line:


y + t( y - y ) = z + t( z - z )

Solve for t and calculate x and y. Already know z = y

technical department - boclair academy

3D Cohen-Sutherland Algorithm
If t not between [0, 1], then the intersection in
not between P0 and P1
t = (z0-y0)/[(y1 y0)-(z1-z0)]

If t between [0, 1], then use t to find x and y


x = x0 + [(x1 x0)(z0-y0)]/[(y1-y0)-(z1-z0)]
y = y0 + [(y1 y0)(z0-y0)]/[(y1-y0)-(z1-z0)]

technical department - boclair academy

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