Integrating 3D Modeling, Photogrammetry and Design: Shaun Foster David Halbstein
Integrating 3D Modeling, Photogrammetry and Design: Shaun Foster David Halbstein
Shaun Foster
David Halbstein
Integrating
3D Modeling,
Photogrammetry
and Design
SpringerBriefs in Computer Science
Series editors
Stan Zdonik
Peng Ning
Shashi Shekhar
Jonathan Katz
Xindong Wu
Lakhmi C. Jain
David Padua
Xuemin Shen
Borko Furht
V. S. Subrahmanian
Martial Hebert
Katsushi Ikeuchi
Bruno Siciliano
Integrating 3D Modeling,
Photogrammetry and Design
123
Shaun Foster David Halbstein
Rochester Institute of Technology Rochester Institute of Technology
Rochester, NY Rochester, NY
USA USA
This book was inspired by observations, research over the last several years, and
subsequent talk on the subject at SIGGRAPH 2012. The field of 3D Digital Design
has added several photogrammetry and retopology-based technologies resulting in
many new and accelerated workflows, which have also affected the 3D design
education process.
It has been a journey not only in the writing, but in the research and approach.
What we describe in these pages is an ongoing case study that started many years
ago, and will continue for as long as we continue to teach and to learn. As ‘‘early
adopters’’ in the field of technology influenced design-based education we natu-
rally push for advanced technology, but as part of a larger institution we must
accept what the constraints of budget and adherence to tradition dictate. We have
found that these opposing forces create a natural balance; that in some cases
constraints lead to greater creativity than freedom ever can—but in other cases the
opposite is true.
The book looks at the convergent nature of technology and its relationship to
the field of photogrammetry, and 3D design. This is a facet of a broader discussion
of the nature of technology itself and the relationship of technology to art, as well
as an examination of the educational process itself. We have addressed the
question of how we are adjusting and will continue to adapt to further disruptive
technologies.
Over the years, we have been faced with this question and more; in the
development of a post-secondary curriculum we are always questioning—are we
teaching art and design, or are we training technology? Are we teaching our
students to think, to ideate, to create, or are we teaching them how to use tools?
Clearly, the two concepts are inexorably intertwined, but in any educational
institution or college curriculum it is important to make the distinction, and to
understand the areas that are clearly defined as well as those that are not.
Each year we are presented with new technology. Software and hardware tools
are developing at an extremely rapid rate and with each new change, each new
outgrowth, we must make important decisions about whether or not these new
tools are important enough to incorporate into our existing curriculum. Do we keep
pace for the sake of keeping pace, or will our adaptation to change foster creativity
and new thought? Given the existing constraints of time and budget, what are we
willing to sacrifice in order to embrace these changes and fold them into our
v
vi Preface
curriculum? Which tools, methods, approaches, or classes can give way to this
change? Clearly these questions seek answers, this book offers insights for ways to
integrate some of these new technologies into the field of design, and from a
broader standpoint it also looks ahead, raising further questions and looking to the
near future as to what additional technologies might cause further disruptions to
3D design as well as wonderful creative opportunities.
Contents
1 Introduction . . . . . . . . . . . . . . . . . . . . . ......... . . . . . . . . . . 1
1.1 Introduction . . . . . . . . . . . . . . . . . . ......... . . . . . . . . . . 1
1.2 An Introduction to Photogrammetry. . ......... . . . . . . . . . . 2
1.3 Computer Vision . . . . . . . . . . . . . . . ......... . . . . . . . . . . 3
1.4 Surface Topology and Retopologizing Workflows . . . . . . . . . . . 3
1.5 Design Process . . . . . . . . . . . . . . . . ......... . . . . . . . . . . 4
vii
viii Contents
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Chapter 1
Introduction
Abstract The introductory chapter opens the book by giving a brief overview of
the main areas of discussion: An introduction to photogrammetry, computer
vision, 3D modeling, surface topology, and retopology and finishes with a brief
discussion of the design process.
Keywords Introduction Photogrammetry Computervision design process
Retapology 3d design Education Entertainment field
1.1 Introduction
The focus of this book is to identify and discuss the rapid changes to 3D computer
modeling workflows, as represented by the integration of photogrammetry, high-
polygon density-interactive modeling, and retopology software capabilities. We
recognize that these approaches have been part of the entertainment and broader
‘‘visualization/remote sensing industries’’ for many years; however, our focus is on
the accessibility in the field of design and an examination of the impact these
technologies will have on the field of design as well as the pedagogical nature of
3D design. As these advanced capabilities become less expensive, more refined,
and therefore more available to secondary and post-secondary educational insti-
tutions, it is incumbent upon those institutions to address their integration into a
changing curriculum and recognize the changes these approaches represent to a
pedagogic paradigm. In addition, we will also give a historical context for the tools
for the fields these technologies originated in using this as a basis to briefly discuss
technological convergence as a trend between multiple fields, and to the rela-
tionship it has to elements and principles of design in addition to considering what
further aesthetic and technical convergences might be on the horizon.
Therefore, within the pages of this book, we will discuss modeling methodologies
that are currently being taught, explore their advantages and disadvantages, and offer
conjecture as to how this field is changing from the perspective of education and
include: optics, projective geometry, remote sensing, and more recently computer
vision. From a technical standpoint, we are mainly focused on the output of three-
dimensional (3D) meshes generated from a workflow utilizing a more sophisti-
cated technique of photogrammetry known as stereophotogrammetry. Stereopho-
togrammetry involves estimating 3D coordinates of an object by comparing
multiple photographic images taken from different positions. From these multiple
images, a ray (or line) can be calculated to a 3D point(s) on an object.
More about the history and basics of photogrammetry field will be discussed in
Chap. 2.
This field is concerned with the process of acquiring, processing, and analyzing
images with an overall goal being to create ‘‘useful’’ information. Computer
understanding of images in a way that can produce multiple, usable, different types
of information can then be applied in many ways. Some applications are similar to
vision-related tasks which humans currently perform, such as inspecting products
on an assembly line; other tasks transcend human tasks by ‘‘seeing’’ beyond the
light spectrum visible to humans, X-rays, and infrared. Similar to photogrammetry,
this field is at the heart of multiple other emerging technologies; artificial intel-
ligence, robotics, machine learning, psychology, and many more traditional fields
such as mathematics and physics. The discussion in this book of the computer
vision field will be constrained to its connection to photogrammetry. However,
some discussion will be given to speculation of ways where emerging technologies
being developed by computer vision might affect 3D design in the future.
3D computer graphics for film and video games use surface modeling techniques
to generate 3D ‘‘meshes.’’ The 3D model is comprised of a topology of connected
points that connect to form the geometry which describes the surface of the object
(Fig. 1.1). Surface modeling is mainly concerned with describing the 3D object for
use in image creation. Depending on the complexity of the surface, a high amount
of detailed geometry may be necessary. The usual process of surface 3D modeling
entails building from a simple form and adding complexity and details. In this
book, we will address several methods for building 3D objects as well as define
surface versus solid modeling. In order to find a balance between an over complex
geometric surface and one that does not provide enough detail, ‘‘retopologizing’’ is
a process of optimizing 3D mesh geometry by rebuilding it (Fig. 1.2). The number
of polygons is reduced over 200 %, while the overall form remains recognizable,
reducing resources needed by the computer.
4 1 Introduction
Fig. 1.1 3D Mesh. Autodesk screen shots reprinted with the permission of Autodesk, Inc
Fig. 1.2 Retopologization. Autodesk screen shot (Maya) reprinted with the permission of
Autodesk, Inc
While many designers work to avoid the ‘‘medium’’ becoming the message, the
technical and creative process for planning and creating can be highly influenced
by the tools used. In this book, we will discuss many of the creative avenues and
design possibilities that are opened by combining new tools in ways that are just
beginning to be explored. Many of the elements and principles of design connect
in various ways to the process of 3D form as well as perception of objects.
Chapter 2
Technology Leaders and Adopters
Technology has evolved in alongside human societies for the last several thousand
years. While multiple definitions exist, a combination of its qualities shows it to be
a continuously evolving process of harnessing and amplifying sources of power
which were originally part of the natural world in the form of tools or processes
which serve to increase human abilities to fulfill our needs and desires [1]. Two
components of the nature of technology are being addressed here: the nature of
technology and accelerating change.
The nature of technology reflects similarities to the evolutionary nature of
biological organisms. There are evolutionary cycles in technology similar to
biological development; many new technologies are tested, and the most useful
combinations move ahead. The combinations often start off somewhat weak (birth)
but then (grow) strengthen and optimize (mature) over time. As the technologies
reach maturity, there is often a need to combine with additional technologies in
order to spawn a new cycle in order to avoid disuse (decline).
Fig. 2.1 Mass use of inventions [Technology Review, ITU, New York Times, WSJ, US Census
Bureau]
The field of future studies has described accelerating change as the perception of
increased numbers of technological changes over the last 2,000 years of history.
There has been a growing amount of statistical research showing a logarithmic trend
of major technological change, combined with a reduction in the time a society takes
to adopt the technology. Figure 2.1 presents several recent technologies and their
speed of adoption [2]. A simple but controversial view connects Moore’s Law, which
describes the logarithmic growth of transistors in microprocessors, to accelerating
technological progress [3]. While there is some controversy as to exact formula,
others work to present more accurate ones [4]. Some of the factors linked for new
technology adoption appear to be costly and technically difficult to use.
The result of the accelerating change has been perceived as ‘‘disruptions’’ to
many fields, which had been stable. The disruptive technologies have at times
completely destroyed (or radically changed) whole industries.
Over the last 20 years, 3D computer graphics has been a rapidly moving,
growing, and evolving field. Many of the technical challenges within the field have
been solved. The creation of 3D objects has been in high demand for use in
multiple fields, from visual effects, animated films, architecture, video games, etc.
Creating those objects has been done by the briefly described process of 3D
modeling. Over time, those tools have improved and an industry has developed
around building necessary 3D objects. While there have been incremental
improvements in the tools and processes used for creating 3D objects, the field of
3D modeling had a similarity to skilled craftsmen’s guild, due to the mix of high
technical skill mixed with artistic knowledge. Given the pace of technology, it
seemed inevitable for this field to have a disruptive change. This change is in the
2.1 The Nature of Technological Spread 7
The further refinement of analog devices for stereoplotting and photography was
combined with the rapid calculations which are able to be performed by computers
allowed for even greater accuracy. Specifically, some of the more complex
‘‘algorithms for orientation and triangulation…’’ were developed, dramatically
accelerating results and accuracy.
The first readable images of Earth sent from orbit were from Landsat in 1972. The
transition from partial to near-complete automation has taken another 40 years.
Digital photography, further improvements in algorithms, as well as the ability to
record in multiple formats allow for greater interpretations. ‘‘Pan-chromic imag-
ery, near-infrared, and color’’ could all be taken simultaneously using digital,
removing the need for chemical development of images and scanning. Also, many
of the physical plotting devices such as the stereoplotters have been replaced by
lIght and range detecting (LIDAR) remote sensing technology that uses lasers
instead of analglyphic stereoimagery to map depth and distance information.
When it started, the field was used for extremely large mapping applications, but in
the near future, a microscopy technique using stereophotogrammetry is being
planned for the analysis and creation of ultrasmall components [9]. The technology
is also being used to look and map areas farther away. Currently LIDAR, a remote
sensing technology, which combines laser and radar technology, is mapping the
moon. Many of the photogrammetry techniques are beginning to move into other
10 2 Technology Leaders and Adopters
Photogrammetry for deriving 3D assets (and analysis) has existed in many forms
and in various products within other fields. Within the design and technology fields,
the technology has arrived relatively recently. In the next few sections, we will focus
on a few technologies developed by Microsoft, Autodesk, and Weta Digital , due to
2.3 Photogrammetry Resources Connected to the Entertainment Industry 11
their connections to the media and design fields. However, we have also compiled a
list of additional photogrammetry resources in the appendix of this book.
2.6 Photosynth
This product allows for two different types of visualization based on photogram-
metry technologies. It was developed in collaboration between University of
Washington and Microsoft research laboratories. There are currently two functions
within Photosynth, Synths, and panoramas. The ‘‘synth’’ uses multiple images that
are analyzed in order to generate a three-dimensional image of the space. The
second is a panorama which allows the user to take multiple pictures in a three-
dimensional space. These pictures are then processed. The processing analyzes the
images and combines them in a process called stitching. Figure 2.5 demonstrates
2.6 Photosynth 13
In their presentation and published paper [12], they discuss the integration of a
photogrammetry-based workflow for physical props for digitization and use in
visual effects sequences. In their paper, they discuss previous workflows which use
photographic reference, 3D modeling and 3D scanners. They describe the pho-
togrammetry (vision-based) approach as combining the best features of multiple
approaches. They described the workflow process as having three parts: (1) the
capture session, (2) photogrammetry processing session, and (3) reference gen-
eration session. Images are captured, they are processed, and then, the three-
dimensional models that are generated are handed to 3D artists for retopologizing
or remodeling in order to make them efficient for use in the rendering pipeline.
They also discussed many of the challenges and limitations connected to other
photogrammetry-based workflows (see below).
14 2 Technology Leaders and Adopters
While there have been many improvements in both speed and accuracy over the
last 20 years, there are still hurdles to overcome. Many of the algorithms that are
used for translating computer vision resources into 3D mesh objects can be easily
broken, which generates a failed, problematic, or incomplete 3D mesh. These
limitations listed below are fairly standard among the previously listed and most
other current photogrammetry technologies. However, most softwares list these as
heuristics to overcome many of the issues with current programs, because knowing
the use guidelines can help overcome failed or problematic meshes.
Occlusions can cause problems. An occlusion is when and unwanted object comes
between the camera and the target photogrammetry object. In small scenes, this
can be things like imaging a human who wears glasses (also see below regarding
transparent objects). An example of a similar problem for a large exterior scene
would be a tree in front of a house. Most semicomplex objects have moderate self-
occlusion, especially if they have multiple folding or complex parts. However,
with enough images from the correct angle, many current photogrammetry algo-
rithms are robust enough to solve for the objects. For heavy occlusion, images
every 5–10, overlapping as much as 50 %, might be necessary. For object with
little or no occlusion, images ever 20 or more can be used for excellent results.
The algorithm searches for parallax shifts between known features within multiple
images. Taking images of blank walls or large empty/non-focused areas will cause
2.9 Challenges and Current Limitations 15
the algorithm to fail. Patterns, strong lines, and differentiated features are what the
algorithm looks for when tracking. Sometimes adding features with tape, stickers,
or draped cloth can get better results. Similar to objects with no features (like the
previously discussed blank wall), repetition of features can cause a similar con-
fusion for the algorithm when trying to match feature sets.
This creates certain difficulties for many objects. Even semitransparent objects can
pose problems. When applicable, spray-painting them with matte finish can
remove any transparent or shiny qualities. However, for large objects, for example
buildings with reflective and semitransparent windows, they can pose difficulties.
In order for the algorithm to match the feature sets, object cannot significantly
move.
This not only means not changing light sources, but the algorithm works best
without strong directional sources of light. Meaning outdoors, cloudy days
(ambient light) would create the best lighting conditions. Indoors might require
diffusers to create as ambient and consistent lighting conditions as possible.
Additionally, the use of a flash will cause problems due to the fact it will create a
unique (directional) lighting situation for each image.
For further reference listing the limitations of the 123D Catch, please follow
this link to the following video: [Link]
w#at=64.
References
1. Arthur, W.B.: The Nature of Technology: What it is and How it Evolves. Free Press, New
York (2009)
2. Degusta, M.: Are Smart Phones Spreading Faster than any Technology in Human History?
Technology Review: Published by MIT [Link]
(2012)
16 2 Technology Leaders and Adopters
3. [Link]
4. Hamasher, K.: Accelerating Changes in our Epoch and the Role of Time-Horizons,
pp. 205–215. Springer Netherlands, Heidelberg (2006)
5. Ghosh, S.K.: Fundamentals of Computational Photogrammetry. Concept Publishing
Company, New Delhi (2005)
6. Redweik, P.: Photogrammetry. In: Xu, G. (ed.) Sciences of Geodesy—II: Innovations and
Future Developments (Chap. 4), pp. 133–183. Springer, Heidelberg (2013). ISBN 3-642-
27999-6, 978-3-642-27999-7
7. Konecny, G.: Geoinformation: Remote Sensing Photogrammetry and Geographic
Information Systems, 2nd edn, p. 280. CRC Press, Boca Raton (2002)
8. Schenk, T.: Introduction to photogrammetry. Department of Civil and Environment
Engineering and Geodetic Science, The Ohio State University, Columbus (2005)
9. Boutin, C.: Microscopy Technique could Help Computer Industry Develop 3D Components.
NIST Tech Beat. [Link] June 2013
10. Gruner, H.: Photogrammetry: 1776–1976. Photogram. Eng. Remote Sens. 43(5), 569–574
(1977)
11. Microsoft Kinect SDK [Link]
12. Bhat, P., Burke, S.: Weta digital PhotoSpace: a vision based approach for digitizing props,
ACM SIGGRAPH 2011 Talks Article No. 1, New York (2011)
Chapter 3
Conceptualizing Basic 3D Modeling
Workflows
Abstract This chapter traces the history of the development of the methods and
practices used in 3D modeling. It also draws parallels between this development
and its relationship to sculpture and design. In its various sections, a detailed
discussion of the various approaches is provided; illustrating the changes in
method as hardware and software has become more sophisticated over the years. It
demonstrates how an artist uses existing and new technology to achieve aesthetic
goals and how technology has been influenced by this achievement.
Keywords Additive
Subtractive Modeling Topology
Workflows
NURBS Patch modeling Surface parameterization Polygons Box model-
ing Edge flow Normal maps UV layout Langer Retopology Maya 3D
Coat Mudbox Zbrush Digital sculpture
Of course, we want to build on whatever skills the student has in either area,
while creating a foundation in the complementary area. Our goal is to develop our
students from both sides, concurrently providing a highly developed aesthetic,
strong sense of design, understanding of advanced principles of 2D and 3D design,
and a well-cultivated understanding of anatomy on one side, and a mastery of the
technology from both a procedural and conceptual approach, as represented by the
following Venn diagram:
Separation
In many disciplines, students are asked to design on paper first, without regard
to the details of material or structural integrity. The approach taken by many
instructors is ‘‘You design it first—then we will figure out how to put it together.’’
Because of the laws of physics, material science, structural engineering—this is
frequently the only viable approach.
As in any other discipline, it has been difficult if not outright impossible to
separate the technological processes from the aesthetic development while using
3D modeling software. Understanding of edge placement, ‘‘flow’’ of polygons or
patches, limitations on acceptable geometric forms (‘‘quads’’ vs. triangles, non-
manifold geometry, edge quality, etc.) is vital to the most basic kind of con-
struction and presents a serious impediment to the creation of 3D art.
However, these barriers have come down almost entirely, thanks to the parallel
development of three distinct types of software.
The first of these is digital sculpture software. The most commonly used digital
sculpture applications today are Pixologic ‘‘ZBrush,’’ Autodesk ‘‘Mudbox,’’ and
‘‘3D-Coat,’’ but there are at least a dozen more that are available as standalone
packages, plug-ins, or as integrated modules in well-known professional and
consumer while each package offers unique toolsets and focuses on different
workflows and capabilities, all have the capability of ‘‘voxel sculpting.’’ Voxel
sculpting, simply put, is the process of using specific toolsets to push, pull, smooth,
grab, pinch, or otherwise manipulate a digital object as though it were made of a
real-life substance such as clay.
Voxel sculpting represents a departure from traditional modeling methods in
that it can rely entirely on high-polygon meshes for detail. The old rules of clean
topology will always apply in the end, but the methodologies outlined in this
chapter will focus on the ‘‘brute force’’ capabilities of voxel sculpting without
regard to those rules. This brute force approach is used in order to maintain the
separation between purely interactive sculpture in a very traditional sense and the
attention to the topology details which will be addressed in a second pass.
The second type of software is called ‘‘photogrammetry’’ and would be used
instead of the voxel-sculpting described above. Photogrammetry also produces a
high-density mesh that achieves detail by brute force, increasing density where
additional detail is needed with no regard for model efficiency. Rather than use
interactive sculpting tools, however, the process of photogrammetry uses photo-
graphic data and various triangulation algorithms to determine the geometric
properties of the subject. For our purposes, photogrammetry software enables us to
take a series of photographs of a single object from various points of view and
derive a dense, but highly accurate, 3D mesh from those photographs.
The third type of software, and the one that makes the first two viable modeling
options in the first place, deals with retopology. Retopology is the process of
taking a high-density mesh and tracing it with new polygons in order to reconstruct
the original using less dense, more efficient topology. Using this process on a pre-
sculpted model allows the user to focus entirely on issues of edge placement, edge
flow, and efficient geometry, with no additional regard to the sculptural aesthetics
of the piece.
20 3 Conceptualizing Basic 3D Modeling Workflows
Using printed images and tracing paper or digital images and layers in an
imaging program like Photoshop, and with their previous drawings as reference,
students lay out their edges.
3.2 3D Modeling: A General Conceptual Approach 23
At this point, it makes no difference if the resulting edge flow is targeting a final
output in NURBS, polygons, or subdivision surfaces, the goal is always to put the
edges where they will perform optimally in terms of defining and deforming the
surfaces in the most accurate and efficient way possible.
space. The value assigned to any given interior isoparm is a ratio of that position
relative to the entire surface length in the given direction (Figs. 3.9, 3.10).
Whether uniform or chord length, NURBS patches must be ‘‘square’’; in other
words, the number of patches at the beginning of the U or V direction must be the
same at the end; no holes or detachments are allowed. Single NURBS patches
cannot fork in two directions (Figs. 3.11, 3.12).
3.3 NURBS Patch Modeling 25
G-1, or ‘‘tangent continuity,’’ means that two surfaces share not only an edge,
but a tangent line at the point of positional continuity, as measured at the surface
normal. If the normals are also both perpendicular to the same tangent line, they
are also coincident. Coincident end-normals that reflect positional continuity
produce a transition from one surface to the next with no visual breaks. These
breaks would generally be apparent when light shining on the surface is calculated,
represented by a hard line in a specular highlight or diffuse attribute of the sur-
face’s response to light. Deviation from absolute coincident can be acceptable
based on predetermined tolerance factors and is typically calculated in nonzero
angular measurement between the two normals in question.
For organic modelers, character modelers, or digital sculptors, tangent conti-
nuity is typically the ideal, which will be discussed in more detail later in this
chapter (Figs. 3.15, 3.16).
G-2, or ‘‘curvature continuity’’ is of more importance to engineers. In addition
to a shared tangent at the point of positional continuity, G-2 continuity requires
equivalent rates of curvature for both surfaces as additional spans with increasing
parametric distance from the point of transition are considered.
For the purpose of engineering, industrial design, and manufacturing complex
surfaces, additional levels of surface continuity are possible; however, for the
purpose of this chapter, we will stay focused on G-1, or tangent continuity.
From a practical, rather than theoretical standpoint, the test for tangent conti-
nuity is relatively simple, and this kind of continuity can be achieved in a number
of ways.
3.3 NURBS Patch Modeling 27
For two curves to be tangent continuous, the end vertices (CVs) must be
coincidental (positional continuity). If a straight line can be drawn from the vertex
adjacent to the end on one curve to the vertex adjacent to the end on the other, and
this line intersects the coincidental end vertices, then the two curves are tangent
continuous (Figs. 3.17, 3.18).
By extension, the same test is given to surfaces. While it is not a mathematical
requirement that adjacent surfaces have the same number of spans, it is a practical
one. For purposes of determining and achieving tangent continuity between two
surfaces, the coincident vertices at the end of each span and their adjacent vertices
must pass the same test, above (Fig. 3.19).
28 3 Conceptualizing Basic 3D Modeling Workflows
3.3.1 Methodologies
There are essentially three methods of achieving tangent continuity between two
surfaces: attach/detach, manual alignment, and automatic stitching.
3.3.2 Attach/Detach
Most NURBS modeling software packages have an ‘‘attach’’ function, where two
surfaces can be made into one. A common option within this function is ‘‘blend,’’
which creates one continuous, smooth surface. When this surface is then detached,
the continuity is inherited, and an inspection of the adjacent vertices along the
common edge reveals the placement of ‘‘tangent vertices,’’ with each set of four
passing the tangent test described above.
A prerequisite to this attach is that the surfaces have the same parameterization
type (either ‘‘uniform’’ or ‘‘chord length’’) and, if they are uniform, follow the
same isoparm numbering convention (‘‘0–1’’ or ‘‘0–#of spans’’). While any of
these will satisfy these prerequisites, it is generally accepted that ‘‘uniform, 0–1’’ is
the preferred convention. Therefore, if two adjacent surfaces are of different
parameter types, or follow different numerical conventions, they must be rebuilt
prior to the attaching.
Further, NURBS patches should be aligned in the same direction—with their
U and V directions parallel and their normals facing the same direction. The
beginning of one surface (Isoparm #0) should attach to the end of the other surface
(Isoparm #1). If an inspection of these surface parameters reveals non-alignment,
the surfaces must be reversed in either or both directions, and/or the directions
must be swapped.
Finally, when two surfaces are attached, the numerical values assigned to the
isoparms will change. When they are detached, these values do not revert, so the
surface must again be rebuilt.
As complex as it may appear here, the attach/detach method of surface conti-
nuity is the simplest process to follow when creating organic models using
NURBS. The workflow becomes rote: rebuild, reverse, attach, detach, rebuild,
and delete history (Figs. 3.20, 3.21).
3.3 NURBS Patch Modeling 29
Once a model has been pieced together using the above methods, after a fair
amount of cleanup and reworking, inconsistencies, pinch-points, and non-tangent-
continuous surfaces will be discovered. Fortunately, these areas are not too pre-
valent and can usually be fixed using manual methods of achieving continuity.
Usually, these methods involve drawing a straight line between two vertices,
extending that line and snapping the remaining vertices into place using a curve
snap or point snap function. Several users have written simple scripts to simplify
this process.
The other method of achieving tangency is automatic and software-specific.
Usually, this is a tool called ‘‘Align Surfaces’’ or ‘‘Stitch’’ or ‘‘Global Stitch.’’ The
tool is simply an automated way of performing all the manual tests outlined above
(positional continuity, parametric consistency and alignment, and normal-angle
coincidence) across multiple surfaces, making a series of corrections based on
30 3 Conceptualizing Basic 3D Modeling Workflows
Box modeling is the method that is most typically used and taught as the tradi-
tional method for polygonal organic modeling. As the name implies, box modeling
begins with a simple primitive shape, typically a cube, although in many cases, a
model might begin with a sphere or cylinder.
The goal with this kind of model is to define the size and proportion of the
figure while exercising restraint in the process of adding edges until they are
needed. For this reason, an understanding of the major shapes that make up the
human form is vital and plays a big part in the students’ decisions as to where to
introduce new edges.
In Fig. 3.22, the model was started with a cube that was scaled to the pro-
portions of a human torso. In Fig. 3.23, the first edge introduced is the waistline,
which helps to differentiate the shape of the upper body (chest, rib cage) from the
lower (pelvic girdle). The centerline is introduced in Fig. 3.24 with two adjacent
edges which will differentiate the groin from the legs, which will be extruded or
3.4 Box Modeling 31
attached later. Vertices are moved up along the outer pelvic area to define the dish
shape of the pelvis and to simulate the natural lines of the abdomen resting within.
With the placement of each edge, the model is evaluated as to its likeness to the
reference material, including the anatomical references and draw-overs previously
executed. In every case, the attempt is made to refine the shape as much as possible
without the addition of new edges.
As the model progresses, the existing edges are manipulated into positions
where they can define specific structures beneath the skin. In Fig. 3.25, the
waistline is moved up to define the lower part of the rib cage, while additional
edges are added to create the pelvic structure and the chest.
In Fig. 3.26, no additional edges have been added but the existing vertices have
been averaged, or softened, to relax the cube shape and make it appear more
cylindrical.
In Fig. 3.27, additional edges were added to the chest, which are then used as
extrusion points to create the deltoid and the upper arm.
In this way, shapes are visualized and edges are placed to achieve these shapes.
Attention is continually paid to the original draw-overs that identify the larger
shapes, than the smaller ones—from planes to masses to individual muscles and
bones (Figs. 3.28, 3.29, 3.30, 3.31).
3.4 Box Modeling 33
Fig. 3.27 A reasonably accurate shape can be attained with very few lines
Fig. 3.28 Student draw-over illustrations, showing major ‘‘landing zones’’ for polygon edge-
flow strategy
As the figure begins to take shape, the edges begin to create rows of individual
polygons, which can then be shaped into the forms observed and drawn in the
earlier exercises.
Another consideration is the natural flow of tension lines along the skin, known as
‘‘Langer’s iines.’’ Karl Langer was a nineteenth-century surgeon who produced a
series of diagrams depicting lines of cleavage in the skin. Anatomically, these lines
correspond to the natural orientation of collagen fibers in the dermis and are an
important consideration for surgeons in deciding the placement and orientation of
34 3 Conceptualizing Basic 3D Modeling Workflows
surgical incisions. If an incision follows Langer’s lines, the scar will align with the
natural tension lines of the skin and will heal in a more camouflaged state.
Collagen is what dictates the shape and direction of wrinkles in the skin—those formed by
facial expressions, body position and aging. Langer, Karl (1861)
For artists, these lines are also important. When determining proper edge
placement for a model regardless of the method being used, if the edge flow
describes the underlying shapes and creates a matrix for realistic deformation,
more realism can be achieved (Figs. 3.32, 3.33).
3.4 Box Modeling 35
Whether designing body or a face, the artist must take into consideration the
structure underneath the skin, and the structure of the skin itself when determining
the proper placement of edges, lines, and polygons. By faithful attention to these
anatomical details, the modeler can achieve a higher degree of realism (Figs. 3.34,
3.35).
All of these details present a very practical problem to the student who is first
learning how to create an organic model. For many, as described in previous
chapters, the technical and aesthetic challenges are often mutually exclusive. As
educators, we are frequently faced with the dilemma that ‘‘you have to know
everything before you can learn anything.’’ The process of organic modeling,
therefore, is frequently one of trial and error—discarding early versions and
starting over as new concepts are learned on both sides.
3.5 Normal Mapping, Displacement Mapping, and UV Layout 37
In the world of 3D graphics, the notion of ‘‘location’’ can be variable and must be
clearly defined within the context of the specific tasks we are undertaking.
Picture, for the moment, the location of your home. Within a certain context,
you can regard this location as a constant—you always know where your home is,
you can find it on a map and in the world. It never moves. However, your home is
on the planet Earth, which revolves on its own axis, orbits the sun, and is part of a
solar system that traverses the universe. In a broader system of coordinates, those
that define the universe for example, the location of your home is constantly
changing.
This is an example of the difference between ‘‘world space’’ and ‘‘local space.’’
In a 3D modeling system, we typically define the Cartesian grid system as the
universe where everything takes place. Position in this universe is constant; the X,
Y, and Z axes define our world. We can keep track of the position of our objects
and the variations of their surfaces by defining the X, Y, and Z positions of the
individual vertices in our calibrated universe. This is ‘‘world space.’’
However, we also have a need to define the position of a given point relative to
a surface. If I want to place a beauty mark on the cheek of a model of Marilyn
Monroe, I want that beauty mark to remain in a constant position relative to the
model, regardless of the position of the model in world space. This different, but
equally important, location system is commonly known as UV space. ‘‘U’’ and
‘‘V’’ are names given to a set of surface-based coordinates by which we are able to
find our way around the surface of a model.
This kind of local space definition has been used for centuries, in the field of
cartography. In the image of the roadmap in (Fig. 3.36), we use the row of letters
at the top or bottom and the column of numbers at the sides to find the location of
the area of the map we want. In this example, the ‘‘Catedral’’ is in the box defined
by G-9. Of course, hyper-accurate location information is also available via GPS
data, which can provide latitude and longitude information accurate to within a
few feet.
In computer graphics, the layout of U and V space is only slightly more
complex than locating points of longitude and latitude. A 3D surface is ‘‘unfol-
ded,’’ or laid flat—much like a Mercator or other projection of the globe onto a 2D
space. A calibrated, 2D grid is then projected onto this unfolded surface, which is
then used to identify coordinate space relative to the surface itself rather than
world space.
In Figs. 3.37 and 3.38, the sculpted head at the left has been unfolded and laid
flat; the flattened image is shown in Maya’s UV texture editor. By using the XY
grid overlaid on top of the organic, irregular shape of the unfolded head model,
specific points on the surface can be identified for the purpose of applying color,
texture, and other specialty ‘‘maps’’ such as normal maps.
38 3 Conceptualizing Basic 3D Modeling Workflows
The process of normal mapping uses this Lambertian cosine model to translate
the detail of a high-polygon model into a low-polygon model, using the following
process:
First, a sculpted model must be topologized correctly, as shown in previous
sections of this book. The model is then unfolded, and a UV map is extracted,
providing accurate surface coordinates.
The model is then imported into a digital sculpture application such as Au-
todesk Mudbox or Pixologic ZBrush, where the resolution density can be increased
incrementally for more detailed sculpture. As shown earlier, these applications are
designed to handle densities of millions of polygons, which provide the capability
of sculpting very fine detail such as wrinkles or fine skin texture. The density of the
model is increased systematically—with each face divided by a factor of four—so
that each level of resolution can ‘‘inherit’’ the same UV texture space as the low-
resolution version.
An analysis of the normal vectors is then performed on the high-resolution
model; the normal angle of each of the millions of faces is determined and stored
as an RGB value in a bitmapped image (Fig. 3.40). This bitmapped image is then
applied to the low-resolution image and used as a guide for perturbing the normals
so that they are systematically ‘‘misread’’ by the camera. Since the normal vectors
are a key component for the Lambertian diffuse illumination model, the result is a
highly detailed embossing pattern that exactly replicates the look of the higher
resolution geometry.
At the same time, another kind of map is derived, called a ‘‘displacement map’’
(Fig. 3.41). This is a grayscale image that acts in a similar fashion to the normal
3.5 Normal Mapping, Displacement Mapping, and UV Layout 41
map; however, with this kind of map, the alpha channel of the image will phys-
ically displace the low-resolution geometry to approximate the changes in surface
contours represented by the high-resolution image.
The combination of the displacement map, which changes the actual shape of
the geometry, and the normal map, which acts as an ‘‘embossing’’ filter to rep-
resent the finer details such as wrinkles, lines, and pockmarks, allows for an
extremely high level of detail on a relatively low-resolution model.
Figure 3.42 shows a screen capture of the low-resolution image with the normal
map applied as color, for display purposes only. Notice how the patterns of color
line up with the finer detail lines of the finished sculpture (Fig. 3.43).
The accepted workflow is thus ‘‘Sculpt’’—Retopologize—Derive UV Map—
‘‘Up-Res’’—Sculpt—Derive Normal Map—Derive Displacement Map—‘‘Down-
res’’—Apply Maps—Render.
It should be noted also that the use of Normal Mapping only works with
polygonal geometry, not with NURBS. This is one major reason that NURBS
42 3 Conceptualizing Basic 3D Modeling Workflows
modeling has fallen out of favor among artists and studios. The level of sculptural
detail that can be achieved using the normal/displacement mapping workflow has
made polygon modeling the preferred choice, particularly in the context of the
heavy technical needs of NURBS.
The important point here, which relates to the pedagogical models we are
presenting, is that the technical processes have become less intensive for the end
user. The retopology and UV layout are relatively simple procedures and the
derivation and interpretation of the normal maps are done entirely by the software,
which frees the end user to focus most of his energy on the aesthetic aspects of his
work.
As outlined earlier, students will assemble an array of images of their subject for
use as reference images. Using 2D imaging software such as Photoshop, or with a
pad of tracing paper, the student will identify the underlying bone structure,
muscle structure, shapes, and proportions. As with any traditional sculpture, a
number of rough sketches will be made to show these forms from various angles.
Figure 3.44 shows a page from a student sketchbook, prior to beginning on the
sculpture project.
Using a voxel-sculpting software such as Pixelogic’s ZBrush or Autodesk
Mudbox, the student begins to rough out the shape of the sculpture. In some cases,
the student will begin with a default primitive shape such as a sphere; in other
3.6 Subtractive Modeling Workflow 43
cases, they can begin with a rough shape that is part of a collection of ‘‘starter
models’’ provided by the software manufacturer. Using interactive ‘‘push/pull/
drag/carve’’ tools, the starter model is roughed into shape by the user. Although
this can generally be done with a mouse, many users prefer a pen-based tablet or
Wacom Cintiq tablet.
Figure 3.45 is an example of a default head mesh that comes with Autodesk
‘‘Mudbox’’ software. The next two images are the beginning placement of key
landing zones in the sculpture: the defined jawline, cheekbones, brow ridge, and
sternocleidomastoid tendons. With very little technical instruction or software
training, an artist can achieve a result like this within a very short period of time
(Fig. 3.46).
Note the difference in wireframe density between Figs. 3.45 and 3.47. The
default head mesh is 2,002 polygons, which is dense enough to achieve a rough
shape. As more detail is needed, the density can be increased. Each level of
increase cuts each face in half vertically and horizontally, for a 4:1 ratio. Hence,
Fig. 3.47, which represents one level increase in density, has a count of 8,008
quadrangles. There are clearly areas where this density is needed, and others where
it is not.
Figure 3.48 is a close-up of a higher-density model. With over 16,000 poly-
gons, we can see that it is possible to achieve some finer detail, particularly in the
folds of the cheek and nostril.
Ideally, we would want to have polygon edges follow these folds for more
efficient models and better muscle deformation, as the edges help to define the
shape of the creases. Any area where this happens at this stage (as indicated by the
blue line superimposed on the image) is purely by accident; more often, the creases
will cut across polygon edges randomly, as illustrated by the red lines.
Generally, large muscle masses and gross shapes can be modeled at the lowest
density level; as more details such as creases and folds in the skin are added, the
artist will increase the density stepwise, each level representing a polygon count
that is four times the previous level. The artist can move easily through the levels
of density, stepping down to change larger shapes, stepping up to add wrinkles and
other details.
In Fig. 3.49, we can see that four levels of density increase, or just over 32,000
polygons, are enough density to get a pretty decent amount of detail. However, in
the adjacent image (Fig. 3.50), we can see that much of this density does not
follow the natural lines of the face. Once we have achieved this level of com-
plexity, it is time to begin the process of retopology. It is important to identify the
point at which to stop this phase of sculpture, as the process of retopology can lead
to a significant loss of fine detail. Ultimately, we look to achieve no more detail
that is illustrated above; we can continue our sculpture on the retopologized model
more efficiently and with far less density.
44 3 Conceptualizing Basic 3D Modeling Workflows
3.6.1 Topology
3.6.2 Retopology
At the time this case-study class was held, we felt that the two strongest standalone
retopology packages were ‘‘Topogun’’ and ‘‘3D-Coat.’’ Since that time, most high-
end modeling software packages have incorporated robust retopology toolsets in
their base package.
50 3 Conceptualizing Basic 3D Modeling Workflows
While the toolsets may have some practical differences, the concept of reto-
pology is consistent. In each case, a high-density base mesh (like the ones we
created, or as created using a Photogrammetry process) is imported into the
software where it is traced using polygons. Our students have had plenty of
practice doing this—the placement of polygon edges follows the same workflow as
the draw-overs we have done on paper, in Photoshop, or in 3D paint packages. As
we draw with our mouse or stylus, we are drawing with edges and quadrangles. In
this manner, we can follow the sculpted forms exactly, while focusing our
attention on the technical elegance of good topology and edge flow.
This is the critical point described at the beginning of this chapter; up to now,
we have focused on anatomy, on sculpture, on expression—with no regard to any
of the technical requirements of efficient modeling. At this point, we can set the
aesthetics aside and focus on technology (Figs. 3.61, 3.62, 3.63).
It is important to reiterate the importance of finding the right cutoff, or stopping
point, in the initial sculpture phase. In this example, the student may have gone a
little too far in adding finer detail to his sculpture before retopologizing; notice in
3.6 Subtractive Modeling Workflow 51
the below illustrations that while the main facial structure is intact, much of the
finer detail has been lost and will have to be redone. The new, retopologized model
can now be reimported into the sculpture package where the additional detail can
be readded. With the new, efficient edge flow, this phase of sculpture will be much
more easily accomplished (Figs. 3.64, 3.65).
As the software for organic modeling has become more sophisticated, and the
hardware to support this technology has become both more robust and accessible,
the result is that the balance of emphasis on technical processes for end users has
shifted from being a cumbersome necessity to being nearly transparent. As we saw
52 3 Conceptualizing Basic 3D Modeling Workflows
In his piece ‘‘Little Power,’’ (Fig. 3.66); Mariano Steiner of Pixologic demon-
strates the use of a process in ZBrush using a module called ‘‘Dynamesh.’’ Starting
with a sphere, he is able to quickly grab pieces of the sphere and with using only a
small handful of sculpting tool, can pull, push, carve, and otherwise massage this
geometry into a very sophisticated shape.
In the first three panels, a piece of this sphere has been stretched downward to
form the beginnings of the body structure. A close look at the topology reveals that
the edges are initially very distorted and stretched out, but soon become an evenly
sized array of fine quadrangular faces appropriate for continuing to add more and
more detail to this piece. A feature of Dynamesh is that it creates all quadrangles
and triangles which are all the same size, which makes it an excellent tool for fine
detail sculpting.
The change in the distribution of these faces in ZBrush is almost completely
automatic. At whatever point in the process the artist feels it is necessary, he can
select the model and select a menu item which quickly and automatically applies
this process to the model.
The first three panels show the topology on the red model, but the artist does not
need to see it at all. The process shown on the remaining five panels is one that a
traditional sculptor might take with a lump of clay—forming, shaping, and carv-
ing—and in some cases, ‘‘slapping on’’ additional bits of material which are
quickly and seamlessly incorporated into the model. In many ways, this process is
easier than working with clay—the artist does not have to worry about his material
drying out, he has an unlimited number of ‘‘undo’’ steps and needs not worry about
structural integrity or ensuring that his piece will hold together or not fall. While it
54 3 Conceptualizing Basic 3D Modeling Workflows
Fig. 3.67 Finished model, ‘‘Little Power’’, digitally sculpted using high-density sculpting
techniques
The intent of Mariano Steiner’s piece, ‘‘Little Power,’’ was purely sculptural,
with little need for a low-polygon-count or efficient edge flow. However, as the
next example will show, the additional steps of polygon-reduction and edge-flow
optimization for animation are just as seamless.
3.7.2 Batman
Another example of the same initial workflow can be seen in Jason Martin’s image
of Batman. The original high-resolution sculpture was created following a similar
workflow to the ‘‘Little Power’’ in the previous section.
The original sculpture Fig. 3.68 was created using ZBrush Dynamesh and
consists of millions of polygons. Using the tools in ZBrush and a subtractive
workflow, the artist was able to ‘‘decimate’’ this sculpture, i.e., reduce the polygon
count by substantial percentages.
The appropriate number of polygons in the end result is variable; it depends on
whether or not the final piece is for use in a game, a movie, or for a 3D print.
Further, retopology and reduction may be necessary at this point. Rather than use
the decimation workflow, however, which would reduce the polygon count further,
a different tool is employed called ZRemesher.
ZRemesher is a tool that will retopologize a model with close attention to edge
flow, as discussed in earlier sections of this chapter. This software can do this
completely automatically, but if the user has specific areas wherein he wants to
dictate specific edge flow to bias the automated retopology process, this
56 3 Conceptualizing Basic 3D Modeling Workflows
functionality is also built it. Rather than draw in the quads one by one; however,
the user can draw lines similar to those in the pre-modeling draw-overs.
In Fig. 3.69, the subtractive method used on this model is shown. The first
image is the decimated sculpture containing a little more than a million polygons;
by indicating specific lines on this model to guide the reduction edge flow, the
artist is able to reduce this model to several stages of polygon count.
Although detail is lost as the count gets lower, we saw in a previous section how
by generating a normal map from the high-resolution geometry, the detail can
reappear in the render.
Seeing the results of this workflow, and observing the ease with which these
sculptures are created, it is easy to see how this process is ‘‘The new wave’’ in
modeling.
Rather than beginning with meshes that are perfectly topologized and following
a sequential subdivision process, the artist can start with a simple sphere and
follow a new methodology wherein he need not worry about topology in the initial
approach, focusing instead on shape, form, volume, and character. In fact, in the
experience of many artists working in the industry, the initial attempts to maintain
quality topology are frequently required to redo this step as the needs of the project
or requirements of the art director change. To create the character first and reto-
pologize later is rapidly emerging as a much faster workflow, which eliminates the
need to address topology more than once.
During the process of digital sculpture, the artist will push, pull, inflate, and
otherwise stretch the geometry to achieve the expressive forms desired. This
naturally results in stretched topology making the addition of details very difficult.
Even after multiple subdivisions, this stretched topology will ultimately result in
an uneven and unacceptable distribution of detail across the model.
ZBrush’s mode, ‘‘DynameshTM’’ is an automatic retopologizer for the purpose
of sculpting. It uses only triangles and quadrangles which are all equal size, which
is ideal for digital sculpture.
3.7 Digital Sculpture: Case Studies Using Pixologic ZBrush 57
After stretching the model as described above, the user need only applies the
‘‘DynameshTM’’ tool as a quick step in the process to quickly and accurately
retopologize the stretched areas.
Surface topology, a necessary technical requirement of this process, has tra-
ditionally been a natural constraint to the workflow of artists; by eliminating the
need to address it so early in the process, and by automating it almost entirely at
the end, artists can be considerably freer to explore ideas in effect by ‘‘sketching’’
directly in the software.
Indeed, the need for a strong understanding of the technology has been greatly
reduced for the end user; most of the meticulous attention to mathematical surface
calculation, surface parameterization, and tangent continuity at shared edges,
‘‘edge loops’’ and edge flow is now taken away from the process by the combi-
nation of software, hardware, and the accessibility of both. As we said at the
beginning of this chapter, artists are free to be spontaneous and creative without
the constraints represented by a steep and cumbersome technical learning curve.
Image Credits
Figure 3.1 ‘‘Grays Anatomy’’
Figure 3.2 Photo courtesy of [Link]; drawover illustration courtesy of Mad-
eline Rabil
Figure 3.3 Photo courtesy of [Link]
Figure 3.4 Photo courtesy of [Link]; drawover illustration courtesy of Mad-
eline Rabil
Figure 3.5 Photo courtesy of [Link]; drawover illustration courtesy of Mad-
eline Rabil
Figure 3.6 Illustration courtesy of Madeline Rabil
Figures 3.7, 3.8, 3.9, 3.10, 3.11, 3.12, 3.13, 3.14, 3.15, 3.16, 3.17, 3.18, 3.19
Autodesk screenshots reprinted with the permission of Autodesk, Inc.
Figures 3.20, 3.21 Image courtesy of Tony Williams
Figures 3.22, 3.23, 3.24, 3.25, 3.26, 3.27 Autodesk screenshots reprinted with the
permission of Autodesk, Inc.
Figure 3.28 Illustrations courtesy of Deanna Giovinazzo
Figure 3.29 Photo courtesy of [Link]; drawover illustration courtesy of Hunter
Baule
Figure 3.30 Photo courtesy of [Link]; drawover illustration courtesy of Hunter
Baule
Figure 3.31 Image courtesy of Deanna Giovinazzo
Figure 3.32 Karl Langer, ‘‘Zur Anatomie und Physiologie der Haut. Über die
Spaltbarkeit der Cutis’’. (1861)
Figure 3.33 Photo courtesy of [Link]
Figure 3.34 Karl Langer, ‘‘Zur Anatomie und Physiologie der Haut. Über die
Spaltbarkeit der Cutis’’. (1861)
Figure 3.35 Photo courtesy of [Link]
Figure 3.37 Model courtesy of Eric Kimberly
Figure 3.38 Autodesk screenshots reprinted with the permission of Autodesk, Inc.
58 3 Conceptualizing Basic 3D Modeling Workflows
Keywords Photogrammetry Autodesk 123D catch Scan Scanning Modeling
Toolkit Maya Quads Subdivisions
Fig. 4.1 The subject is posed sitting in a chair in a reasonably well lit room
Fig. 4.2 An initial 3D model Autodesk screenshots reprinted with the permission of Autodesk,
Inc
center of the image is an actual 3D model; the camera icons can be selected and
reference the associated still image at the bottom row.
This is an intermediate phase, showing the results of each calculation. Users can
make modifications to the model by deleting unneeded faces and can request that
the final calculation be performed at different resolutions.
The texture on the surface of the model, rather than using a standard UV layout,
uses a camera-projection method. The individual photographs are broken up and
blended, as seen in Fig. 4.3, with each piece being projected onto the model from
the angle of the original image. Figure 4.4 shows the final mesh resulting from this
process.
This software is very mainstream; its popularity is due to the price (free), the
ease of use, and the immediate turnaround of a very good-looking 3D represen-
tation of a subject. While the 3D mesh is very accurate and dense, there is a lot of
missing information or information that has been ‘‘averaged,’’ making this process
a little less suitable for a production pipeline than some other methods. Never-
theless, it has reached a very wide user-base, who are using this technology to
create exciting interactive 3D visualizations for the Internet, and making use of
Autodesk’s 3D print capabilities as well. Captured meshes can be returned to
Autodesk for printing in various materials including laser-cut cardboard and
polymer plastic.
62 4 Photogrammetry and Design Workflows
Fig. 4.3 The individual photographs are broken up and blended Autodesk screenshots reprinted
with the permission of Autodesk, Inc
Fig. 4.5 An inventory of scans of individual body parts Images courtesy of Ten24, Inc
Fig. 4.6 An inventory of full body scans Images courtesy of Ten24, Inc
64 4 Photogrammetry and Design Workflows
maintain an inventory of full body scans and scans of individual body parts.
Individual and commercial licensing is available for these scans.
Figure 4.7 is an example of the mesh derived from one of the scans purchased
from Ten 24.
The mesh is very dense, over a million polygons, but can be utilized in any of
the ways described in Chap. 3.
The image in Fig. 4.8 is the beginning of the retopology process using Au-
todesk Maya 2014s new ‘‘modeling toolkit’’. The underlying scan data can be
4.1 Photogrammetry Workflows 65
traced by the user using a near-standard polygon modeling process. The scanned
mesh is made ‘‘live’’ within the software, and the user can simply place points on
the surface from which quadrangular geometry can then be derived.
It is important to have a clear idea of the intended edge-flow layout before
beginning this process and to adhere to the plan. For this reason, it is equally
important (as described in Chap. 3) to strategize this edge flow using a 2D illus-
tration program like Adobe Photoshop, or even prints of the image with colored
pencils. Once the user has acceptable drawn-over lines, he can then begin the
process of applying the quads.
As points are added and quads are subdivided, the new subdivisions automat-
ically update to adhere to the underlying surface.
At points throughout this process, it may be necessary or desirable to exit the
modeling toolkit and apply more traditional polygon modeling techniques—to fill
holes, or to massage or soften edges, or to split individual polygons. Once this has
been done, the work in progress can be selected and ‘‘shrink-wrapped’’ to fit the
scanned model. In fact, primitive objects such as cylinders can be located around
large areas on the target surface and ‘‘shrink-wrapped’’ to fit. This workflow is well
suited for beginning to model arms and legs if not too much attention to edge flow
is required.
Once the base mesh has been retopologized, the scan data can be set aside and
further sculpting can be done, normal and displacement maps can be extracted, and
the processes outlined in Chap. 3 can be followed (Fig. 4.9).
[Link]
archive/2013/05/24/how-sucker-punch-photocopied-actors-for-infamous-second-
[Link]
The art style of the game Infamous combines superhero powers with a very
realistic aesthetic. In a trailer released for 2013 E3 ([Link]
watch?v=MINfjvFnzc8), they revealed clips from their upcoming game. In addi-
tion to the beautiful graphics, one of the most striking visual aspects was the
smooth and natural character facial movement. Sucker punch studios not only used
4.3 Case Study: Sucker Punch Studio’s 67
3D scanning for pedestrians and clothing, but the biggest application was for facial
animation. According to Max Chapman of Sucker Punch1:
‘‘The real reason we adopted scanning…was for our facial system. In terms of
assets the real benefit is quick and efficient data to either work from, or directly
adapt to increase realism, fairly straightforward, but not always simple. In the
greater scheme of things it’s more cost effective’’ he also went on to say that ‘‘it’s
time consuming and quite complicated.’’
Sucker Punch’s facial scanning, referred to by the acronym FACS, (facial
action coding system). Allows Sucker Punch to ‘‘…scan a host of facial features
and use the data to drive complex rigging systems to add complex micro move-
ments in our characters for greater realism. The end result is that Sucker Punch is
able to visualize and ‘‘basically able to adapt skin, bone, muscle, and fat inter-
actions on a human face. We would have never likely bought this equipment if it
wasn’t for that.’’
From your perspective as someone at a top game studio, where do you feel the
technology is going?
‘‘As far as scanning it’s the hybridization of technologies in the never ending
quest for greater realism. Real-time scanning capture solutions replacing or aug-
menting rather simulation is one of those areas. Higher resolution at faster and
faster camera speeds is the big benefit. Basically, how can you get a massive
amount of accurate data in real time and use that in conjunction with paradigms
that generate usable topology. On top of that there is the issue of capturing
accurate texture and light data for robust generation of BRDFs that could also pipe
back into real-time solutions. This is a long path of course, but it gets better and
better by the year.’’
How do these tools free and affect creativity, whether it be games or film?
‘‘…There is simply too much of a risk versus profit ratio to overcome that is
severely hampering the market as a whole, costs need to get more reasonable or the
industry will become unsustainable, meaning innovation/creative risk. At the
moment it is a thirst for realism, e.g., war games, GTA, sports, hopefully they
technology will help us move beyond that. Scanning is only one part of the
equation of course, but all in all technology almost always holds a major part of
the key to these issues.’’
Reference
1. Koren, L.: Wabi-Sabi: for Artists, Designers, Poets & Philosophers. Imperfect Publishing,
California (2008)
1
Interview with Max Chapman, Lead Character Artist, Sucker Punch Studios (October 18th
2013). Sony Computer Entertainment America LLC 2013.
Chapter 5
3D Design and Photogrammetry
Abstract This chapter describes a framework for the design process with a spe-
cific focus on three-dimensional designs. It gives an overview of the elements of
design: color, line, shape, texture, space, and form, and then the principles of
design: unity, emphasis, placement, size and proportion, balance, symmetry and
asymmetry, repetition, proximity, and dynamics. It also investigates convergent
design paradigms from cinematography combined with 3D designs, which results
in 2D images.
Keywords 3D design Elements of design Color Line Shape Texture
Pattern Space Principles of design Unity Gestalt, emphasis Balance
Symmetry Asymmetry Repetition Proximity Dynamics Cinematography
Lens Camera Film
Designs are a mix of creative problem solving by applying various principles and
tools. There are various elements and principles of design that can be applied while
integrating new visual tools and technical workflows. In this section, we are dis-
cussing some of the ways design tools are integrating digital 3D forms to the
design process. We will approach the combinations by reviewing traditional design
rules by first defining the elements (or components of each image) and principles
of design while spending specific attention to ways 3D design can be applied to
these works. How elements are used will be more formally discussed in Sect. 5.2.
At the end of this chapter, we will expand upon the new workflows and oppor-
tunities that are starting to become realized by using the new photogrammetry and
retopologizing workflows.
The elements of design are visual components that any image can be separated
into. Unlike the principles of design, the elements of design are almost uniformly
agreed upon set of attributes. One major distinction that can be made between
elements of 2D and 3D design is the addition of (3D) form. For this text, we will
discuss: color, line, shape, texture, space, and form. All of these elements of
design can combine to create imagery in nearly infinite combinations. As opposed
to ‘‘real life,’’ a design often uses elements in a way which abstracts reality, using
either reductive or exaggerated elements. We will discuss each element, defining
it, with a specific focus for interpretation and discussion of some of the various
common tools in most graphics programs. These elements will be discussed within
the framework of how they can fit as component elements in 3D graphics, and
photogrammetry-based 3D workflows, as well as rules of thumb for achieving
stronger graphical output.
5.1.1 Color
Fig. 5.1 Additive color made with 3 lights in the program Maya
get the full range of lights and darks a computer can display. Some programs can
remap the tones (Fig. 5.4), by adjusting the triangles a user can chose to redefine a
greater or narrower range of tones. The dark tones are on the left and the lightest
on the right.
For 3D objects, the color and form are realized by a combination of the object
color combined with any color from the light source illuminating that object. In the
real world and with some advanced computer-rendering techniques, the color of an
object further influences its surroundings by bouncing additional color off of the
object as well as potentially transforming light passing through that object
(assuming object translucency/transparency).
The perception of depth in 3D forms can be influenced by the use of light and
color. How light travels across the surface of an object describes the objects’ three
dimensionality. How light and color interact can subtly affect our perception of
depth. This is due to a biological impact of how the human brain interprets colors and
the perception of depth. This can be used stylistically within the 3D design process.
72 5 3D Design and Photogrammetry
In design, there is often a reduced set of colors used when compared to the broad
spectrum available in real life. A color palate reduces the color choices for a
composition, to the main colors used (plus black and white). The color wheel (see
Fig. 5.5) can be divided in primary colors, which are colors which cannot be created
by mixing any other colors (red, green, and blue), each primary color, however, can
5.1 Elements of Design 73
Fig. 5.5 Color palates (Kuler). Adobe product screenshot reprinted with permission from Adobe
Systems incorporated
be mixed with another primary color to create the secondary colors (yellow, cyan,
and magenta), and also each secondary can mix to create the tertiary colors.
There are various starting points for color palates. Colors across from each
other on the color wheel are called ‘‘complementary.’’ In the color palate, this
color combination produces the strongest visual contrast. Analogous color palates
provide a color palate of color on a similar side of the color wheel, potentially
helping reinforce visual unity (see Sect. 5.2). Triadic colors are evenly spaced
around the color wheel (Fig. 5.5 analogous and triadic).
Joseph Albers was an accomplished artist across several disciplines (typog-
raphy, photography, and design), and he is best known for his series ‘‘Homage to
the Square,’’ which investigated color interaction between squares of different
sizes and colors. In his book Interaction of Color [1] (in 2013, transformed into an
interactive iPad application), he described many of the visual and physiological
impacts that variation in color and palates has. Many of his writings apply to
elements of technical process and design components. The interaction of colors in
a design has multiple effects on several levels: biological, cultural/stylistic, and
individual significance.
The emotional and stylistic perceptions of colors are heavily influenced by the
culture a person lives in and also from an individual and temporal perspective. For
example, Irish consider the color green to be lucky, while in France, it has an
opposite perception. Green also has a strong connection to the religion of Islam.
Almost all colors have multiple meanings on cultural, individual, and temporal
levels. Often specific color palates will also be popular for some period of time.
74 5 3D Design and Photogrammetry
Fig. 5.6 Color palate derived from Vincent van Gogh’s starry night
For example, some neon color palates were popular in the 1980s in America,
whereas various shades of yellow, green, and brown were popular in the 1970s.
Known in Gestalt psychology as Isomorphic Correspondence, this principle states
that we respond to meaning. When we see an image (or color palate), we interpret
its meaning based on our personal experiences (Fig. 5.6).
There are many programs and apps available for developing color palates. One
program integrated into multiple Adobe programs is called Kuler. It is available
both online at [Link] and being integrated as a program extension into
many Adobe products (Photoshop, illustrator, etc.). It has specific tools for cre-
ating and saving palates, as well as helping to create starting points using color
palate rules—for example, analogous, triadic, and complementary. For example,
Vincent van Gogh’s painting Starry Night was used as a reference to drive a color
palette (Fig. 5.6).
5.1.2 Line
Line use within design often stems from analog media such as a pencil or other analog
drawing implements. Due to the shift from analog to digital art, there have been
attempts to transform approximations of analog tools into digital forms. In physical
media, a line is a mark made by a moving point. In analog media, the variation in
direction and weight produces an almost unique look for each artist (Fig. 5.7).
Lines also exist in many ways in nature, for example, lines on leaves, tigers, and
on birds. They can serve for opposite purposes also, to make objects stand out or to
help camouflage an object with its surroundings.
Our eyes are particularly geared toward understanding lines and using them as
part of object detection. Within high-contrast images, objects are often identified
by their silhouette. It has been long used within design to use lines to guide the eye
to different parts of the image [2]. This has also been established scientifically
(Motter, Brad C, and Belky).
5.1 Elements of Design 75
The emotional effect that lines can generate within designs is significant.
Horizontal and vertical lines usually communicate stability and solid forms. How
the lines are used within imagery further affects the emotional impact. We will
discuss this further in the section below on composition.
Lines can be combined with colors and other lines to create textures and pat-
terns (see the Sect. 5.1.4 below for further discussion).
Many 3D programs often feature the ability to create ‘‘toon lines’’. These lines are
created around each object on a 2D plane parallel to the camera (see Fig. 5.8).
Computer programs generating images of 3D objects have the ability to extract
information about the 3D object, which describes whether the faces of that object
are toward or away from the camera. Within the program Maya, the ‘‘Sampler Info
Node’’ allows the user to extract the facing ratio. The facing ratio generates a value
that is returned from 0 to 1 as to what percentage the plane of geometry is facing
the camera. Using the facing ratio to apply color or luminance information to a 3D
object which consistently faces the camera is how a custom cartoon silhouette line
is created.
When used in combination with a ‘‘toon shader,’’ which simplifies lighting, this
helps to create the perception that the 3D objects are drawn. Standard black or
white toon lines help cartoon objects to stand out from their background while
creating a visual style.
A custom toon line can give subtle or strong additional design control to the
artist. Lines can be used in 3D design to accentuate or deemphasize the 3D shape
76 5 3D Design and Photogrammetry
of the form. Given that a separate line pass in toon shading can be generated, a line
could be used to accentuate curvilinear or rectilinear forms. It could also be given
additional ‘‘emotional’’ (examples from Maya Visor, Fig. 5.9) design attributes.
Finally, it could also emphasize the medium being used, like the (below left),
which gives a water-colored look.
Line direction within the composition can greatly affect the emotional feeling of
the image. If the lines in an image are strongly horizontal or vertical, often the image
feels static, while diagonal lines often create greater feelings of movement. Strategies
for using digitally created lines will be discussed more in the section on composition.
In 3D design, the underlying structure of an object is made-up of connected
polygons. The direction and shape of the polygon describe the underlying form of
complex objects. In the simple as shown in Fig. 5.10, the lines describe how the
cylinder intersects the plane below.
In a more complex example, within humans, there are lines which describe how
the skin will fold and deform by default, called Langer’s lines. In addition to the skin
having default fold patterns, it also follows underlying musculature, bone as well as
how the body needs to move. Therefore, the underlying line flow (also known as edge
5.1 Elements of Design 77
flow) structure of a 3D object needs to reflect how the object will deform. This is one
of the reasons for retopologizing objects as discussed further in Chap. 4.
5.1.3 Shape
As previously discussed in the Sect. 5.1.2, the shape of a 3D object can partially
be described by the shape of its silhouette. However, this can vary dramatically
depending on how the object is perceived from various angles. Highly recogniz-
able shapes are core components with 3D design. Often, just by silhouette alone,
an object with a strong, distinctly recognizable shape can be recognized. In Gestalt
psychology, this property is known as Invariance. When designing distinctive 3D
objects whether they are commercial products or character designs, one step in
checking that design is to simplify the 3D object down to a solo silhouette shape,
by turning the object completely black and the background completely white. This
is a recommended test analysis technique, especially with character designs. Most
cartoon characters are easily identified by their silhouette.
3D designers have the potential to combine the principles of reification and
invariance by modeling objects which look one way from one angle and/or have
multistable negative spaces which appear within the object.
Shapes can be separated into rounded (curvilinear) or angular (rectilinear)
forms. Rounded forms often represent gentle or kind emotions, whereas pointed
angular forms can represent exiting or negative emotions. This connection
between the forms extends beyond the visual to audio. Successful design often
attempts the greatest engagement by trying to elicit multiple senses and emotions.
There is some crossover and research between images and other senses, and this
synesthesia (combining sensory perceptions) has been determined to be universal:
‘‘Speakers cross-linguistically associate non-words that have round vowels, such
as/buba/, with round shapes, and non-words without round vowels, such as/kike/,
with spiky shapes’’ [3] (Fig. 5.13).
5.1.4 Texture/Pattern
Textures describes the surface qualities of an object. This can cover large
dichotomies of qualities: See Fig. 5.13 for some examples smooth/rough, wet/dry,
shiny/dull, warm/cold, etc. All objects have some texture. In digital 3D design,
these qualities are visually simulated. A ‘‘shader,’’ which often models qualities of
the real world, is given to the software which then interprets how the texture
should be represented based on the angle of the camera to the source(s) of light in
the scene.
5.1 Elements of Design 79
In traditional design, the texture of an object can also be touched. This is not
simply in sculpture, but the surface of a painting can also contain various textures.
Vincent van Gogh was famous for building up paint into rough peaks on the
surface of his canvas, a technique known as ‘‘impasto.’’ Other techniques that draw
attention to the texture of the object might be adding sand to paint or the use of
various types of materials in the construction of a (collage) image.
Textures can be categorized in several ways:
[Link] Man-Made
These textures are often related in some way to the function of the object as well as
the manipulation of both natural and purely constructed elements. Man-made
textures demonstrate a connection to humans in one or more ways. Often the
texture is connected to the construction process, for example, wood that has been
lathed to form components of a chair. The construction process for lathing would
aligns the grains of the wood to flow along the length of the chair which results in
maximum strength of the constructed component. The grains of wood flow along
the length of the chair leg (see Fig. 5.14). Man-made textures also reflect the
purpose of an object, such as the reflective qualities of a street sign and the
semiotic elements included on the surface.
[Link] Natural
This kind of texture tends to reflect the ‘‘organic’’ look and feel of nature. Spe-
cifically, this means they often reflect a greater connection and response to ele-
ments such as water, air, and sun.
Patterns:(see also Sect. 5.2.8)
They define an underlying structure ordering the texture. They exist in both
natural and man-made textures.
machines to also perceive those images and translate them into three-dimensional
forms.
Numerous mathematicians have noticed the underlying mathematical nature of
natural patterns [4]. This connection has been discussed by scientists for thousands
of years (Cook). Many of the earliest recorded observations of math within natural
patterns to spirals (see Figs. 5.16 and 5.17). Fibonacci, D’Arcy Thomas, and Alan
Turing have described natural, visual phenomena which describe complex textures
which all can be described using mathematics.
Many of the nature-inspired mathematical formulas have been applied to
computer graphics texture creation. Some of the more common applications are
‘‘fractal generators’’ which use a repeating equation to generate an image. The
Mandelbrot and Julia fractal equation sets are probably the most well known and
common fractal types; however, there are many further fractals and combinations
which have been identified.
Texturing 3D objects can be done with a mix of raster-based imagery. This is
often photographic but sometimes created by the artist in an application like
Photoshop. However, large photograph-based imagery used for textures can be
inefficient and lead to unnecessary increased resource usage. Being able to
mathematically generate natural textures has given artists increased flexibility to
alter the textural pattern, increase the visual density, or recalculate for higher
resolution. An example of this is with Perlin noise [5] (See Fig. 5.16).
Ken Perlin invented ‘‘Perlin noise’’ in 1982 and more recently simplex noise in
2001, which are algorithms for generating efficient math-based textures for effi-
cient use in graphics applications. What is visualized is a simplified type of gra-
dient noise, a complex, organic looking pattern, but at very low computer resource
costs [1].
5.1 Elements of Design 81
Fig. 5.15 400 faces versus 49,000 faces using a normal map
There are an overwhelming number of tools for generating textures and applying
them specifically for 3D computer graphics. Choosing the correct texturing
application for a specific task is usually done by finding the tools and feature sets
which most rapidly accomplish the task and within a budget. In addition to well-
known programs such as Photoshop and internal 3D shading capabilities built into
3D programs such as Autodesk Maya (Hypershade), Mari (developed by The
5.1 Elements of Design 83
5.1.5 Space
Space separates visual elements within an image. However, how space is per-
ceived within a design strongly influences overall feeling of created visuals.
Regardless of 2D or 3D design, the use of space in an image is designed to engage
the viewer. The way space is treated between 2D imageries relies on creating
relationships between objects on a flat 2D image (X, Y coordinate system) or in
simulating 3D imagery. Figure 5.18 shows an example of space represented using
the context of humans and an environment.
How empty (or negative) space is designed also can be used to deliver addi-
tional information about an image. The use of space in an image can create a
variety of emotional tones. For example, large gaps of space can create feelings of
loneliness or very little space can create a feeling of confinement. Overlapping
elements can help create visual engagement between objects, helping to make the
viewer question the relationship between the overlapping objects. The way space
is used can also help create rhythm or balance (see Sect. 5.2).
The techniques of one-, two-, and three-point perspective used to generate within a
2D picture plane the perception of 3D space have been used for thousands of years.
3D computer graphics integrate true depth (Z) space within imagery. Whether
done within 2D space or true 3D space ‘‘depth cues’’ can create or intensify feeling
of depth within an image.
Depth Cues (see Fig. 5.19)
Color and shading: As objects recede, the color and details are reduced relative
size: Objects ‘‘near’’ are perceived as being larger.
Overlap: Objects can be perceived as being in front of or behind based on
overlap.
Linear perspective parallax: Lines that are parallel show convergence, if the
imagery shows movement—objects in the foreground move more quickly than the
background, known as perspective parallax.
84 5 3D Design and Photogrammetry
Atmospheric perspective: As objects recede into the distance, they are reduced
in visibility due to water vapor in the air.
3D computer graphics technologies generate images containing 3D spaces,
often very similar to images created using moving or still-picture cameras. Later in
this chapter, in the Sect. 5.2, we will discuss some of the techniques and con-
ventions from the fields of photography and film cinematography that can be
applied to 3D computer-generated imagery.
5.1.6 Form
This book specifically deals with the 3D form. Form as a design element is any
object that can be measured with height and depth. A 3D object is understood by
how it responds to various sources of light. For example, in Fig. 5.19, the sphere
without light and dark would simply look like a (shape) circle. Additional qualities
such as surface texture and bumpiness, specular highlights, reflectivity, refraction,
and transparency further give visual clues about the form of an object.
There is significant overlap in the discussion of 2D and 3D forms. 3D objects
can be constructed in a curvilinear, rectilinear, or a combination of the two. They
can also have constructed or organic feeling to their form.
5.1 Elements of Design 85
Forms can be categorized in multiple ways: how they fill physical space (mass) or
how they surround empty space (volume). The mix of positive and negative spaces
is a core component of defining the composition of 3D forms. They can also be
categorized by 3D shape, for example organic, geometric, or mechanical forms.
Since 3D forms exist within 3D space, there are additional relationships that are
created within the environments the forms are placed.
In this book, we will spend a great deal of time discussing how we achieve and
develop form.
3D computer graphics comprehensive toolsets have the ability to achieve nearly
any type of 3D forms. As discussed in Chapter 4, many of the tools allow for a
variety of possibilities including a combination of hand-implemented sculptural,
pushing rectilinear as well as procedurally generated naturalistic sculpting as well.
As discussed in Chap. 2, the nature of technology often causes significant con-
vergence among fields. This is happening within the fields of design field as well.
When the field of 3D graphics was new simply knowing basic 3D modeling was
often enough to obtain gainful employment. Growth in the number of 3D modeling
specialists in industry combined with photogrammetry and other accelerated
workflows have reduced demand for 3D modeling jobs. In addition, as discussed in
Chap. 2, the changes in accelerating technology become disruptive.
As 3D asset creation becomes more automated, additional toolsets in design and
cinematography will become ways to differentiate 3D artists from technicians.
Principles of design are used to provide organization and structure to the elements
of design. Within the design field, there is no exact list of principles of design.
However, there is a fairly consistent core group. Due to the nature of this book as a
discussion of a convergence between multiple technologies and fields of design,
we will also address some of the design components from the fields of photog-
raphy and moving picture cinematography as well as the following five principles
of design:
86 5 3D Design and Photogrammetry
unity,
emphasis,
balance,
repetition, and
dynamics.
Within this list, we will also cover several subcategories. Additionally, while in
other design books, principles of design often cover both 2D design and maybe 3D
design [6]. For the purpose of this book, we are going to specifically focus on the
application of these principles with the understanding that the final image is one
that is created using 3D forms.
Designing 3D computer models, from computer-vision-accelerated stereopho-
togrammetry as discussed in previous chapters, uses knowledge from multiple
fields. The convergent fields and technologies we will discuss in the next few
pages are photography, film, and animation and Gestalt psychology.
[Link] Lens
The medium of image creation greatly affects what is perceived in the final design.
Whether a designer modifies perspective artistically or a cinematographer uses
various lenses, how depth is perceived greatly affects the final composition. Two
images taken from the same location with different lenses generate significantly
different visual output.
A long lens (telephoto, 70–300 m+) will significantly compress the perception
of depth within an image. In addition to this quality, the length of the lens also
affects the plane of focus, which is the distance from the lens where objects are in
focus.
A short lens (wide angle \21 mm) will deliver a wider angle of view. Wide-
angle lenses accentuate the feeling of depth by warping an image. All types of
lenses can be simulated in order to achieve appropriate ‘‘feeling’’ for the image
within 3D digital graphics.
Depth of field specifies what objects are in focus and out of focus. A shallow
focus can help generate images and designs which guide the viewer to a desired
object. With real-world optics, it is sometimes difficult to generate specific
sharpness of a subject with exact blur for the out-of-focus areas. Within 3D
computer graphics, users can generate an additional Z (or depth) channel within
many file types allowing the creator to specify depth of field as part of the post-
production process. In traditional film, this was impossible to accomplish. The
Lytro camera, using light field technology, is now able to capture light and depth
in a way that allows post-process planes of focus. In addition to the Lytro camera,
within the photogrammetry process, the camera, lens, and focal distance
5.2 Principles of Design 87
While photochemical film is largely a technology of the past, there are significant
parallels to the visual output generated by 3D-rendering engines to film stocks of
the past. One characteristic that parallels film type is the renderer. Each 3D
computer graphics program’s render has default ‘‘looks’’ that are generated. These
default looks can be modified. Factors similar to the speed of film (how fast it
captured light) dictated how quick the shutter needed to open and close as well as
the width of the aperture of the camera in order to expose the film. The resulting
image would be further affected by how much grain was visible within the image
as well as motion blur. Within 3D graphics, motion blur and exposure are highly
controllable elements that can be specified within the software or also done as part
of the post-production process.
5.2.2 Cinematography
While many of the principles of design that will be discussed below deal with
elements of composition, in cinematography, composition refers to what is cap-
tured by the camera in frame of the image. The mise-en-scène (from the French)
‘‘on the stage,’’ encompasses everything from actors, props, lighting, and even the
type of lens used on camera. While there is significant intentionality to the cine-
matography, however, there is potentially greater organic latitude due to the
moving and potentially unpredictable nature of the elements within the frame. In
3D computer graphics, almost all elements are currently planned. Because of this,
we will mostly focus on the still image within cinematography. We will separate
framing into the categories dynamic and static.
In our previous discussion on the elements of design, the use of line greatly affects
the emotional impact of an image. When an image has strong diagonal lines, the
diagonals in an image create a feeling of excitement. Lines also guide the eye
around the image. The composition of an image with multiple triangular shapes
helps create visual tension or excitement, whereas an image with multiple curved
shapes can have a gentle or sensual.
88 5 3D Design and Photogrammetry
How the objects in the image sit within the frame of the image can create
dynamic or static composition. We will discuss this further in the sections below
on (2) 5.2.6 and (8) 5.2.5.
Strong horizontal or vertical lines are often considered static, calm, or soothing.
When the objects in the scene are also centered in the frame, this also creates a
static composition. The vertical or horizontal lines can be generated by man-made
or natural elements.
5.2.3 Unity
It is often the first and/or final consideration of any design. To achieve unity, a
variety of elements need to work together to create a cohesive image. This design
principle is connected to and supported by all of the other elements and principles
of design. It is also conceptually close to the Gestalt principles of design.
This concept deals with connecting all of the elements in the image into a
cohesive whole in a way that all should work together to support and amplify the
core idea or emotion being expressed.
An example of this would be an image that has a relaxed or gentle subject that
could be further unified by additional round shapes, smooth textures, and reduced
total contrast. Reversing this concept for an image that has a dynamic, exciting
feeling could be further unified by adding additional diagonals, triangular shapes,
rough textures, and high tonal contrast. Applying consistent post-process ‘‘on top’’
an image can help to unify it: grain, color, blur, and other post-processing on top of
the image.
Additional ways to increase unity in images as well as image sequences would
be to stage the image in a way that would visually link the imagery in a way that
would guide the eye around the image.
Unity is also highly related to design philosophy, physiology, and psychology
of Gestalt. The word Gestalt means that the organized whole is perceived in a way
that is greater than the sum of its parts. The human brain naturally looks for ways
to unify imagery [7]. Much of the Gestalt philosophy deals with how the brain
groups and categorizes visual imagery. Additional Gestalt principles can be used
to help unify elements if an image needs additional help. These are continuity,
alignment and containment, closure, proximity, and similarity.
5.2 Principles of Design 89
A major focus of Gestalt psychology is based on the implication that the mind
translates external stimuli holistically rather than the sum of their parts.
Continuity: Objects that overlap in 3D space are often connected by the brain.
Alignment and Containment: It is also known as uniform connectedness [8].
Objects that are arranged within 3D space in ways that put them on similar planes
of height make them. Surrounding the objects within the rectangular form as
shown in the left Fig. 5.20 helps to group them, even though they are not even the
same shape.
Closure: The brain has a natural tendency to connect (see also proximity) or
close a space—do you see a circle in Fig. 5.20 left.
Proximity: Objects that are near each other are connected by the brain into
groups (Fig. 5.20 center).
Similarity: Components within an assortment of objects are cognitively
grouped if they are similar to each other. Making exact repetitions of 3D objects is
very simple in 3D computer graphics, making similarity and repetition (see also a
greater description of this design principle) to be strong unifying components
(Fig. 5.21 right) [9].
90 5 3D Design and Photogrammetry
5.2.5 Emphasis
[Link] Placement
The rule of thirds divides an image into thirds on the horizontal and vertical axes
(Fig. 5.21). Placement at one of the corners of intersection is one area where there
is emphasis. In addition, throwing the image of center, when used appropriately,
can create additional dynamic imagery with emphasis placed on areas of the
image, which further strengthens the composition (Fig. 5.22).
Focal point—what is the center of design. What is visually dominating?
In addition to how form is placed and fills the visual field, there are many
additional ways to add differentiation.
Proportion deals with the relationship between objects. The relative size of objects
within a composition helps to inform size and spatial relationships between
objects. How their relative size and scale is imaged in the context of the other
objects in the scene works to develop the visual hierarchy. Other depth cues may
be used (see Sect. 5.1), but the standard cues for size within an image are the ones
5.2 Principles of Design 91
best known to us; humans. 3D visual designs can proportionally show the human
form as huge or small against the background, or even other human forms. This
effectively generates emphasis on either the human or the environment, as well as
informing the viewer as to the size of the environment.
[Link] Contrast
‘‘Balance is a state of equalized tension and equilibrium, which may not always be
calm’’ (White). As a design principle, balance is a visual concept which stems
from the physical world, where an object must reconcile between opposing
physical forces such as gravity, slope of the surface it sits on, shape of the object,
and that object’s center of gravity in order to achieve balance or tip over.
For a digital image of a 3D object, balance within that object can be achieved
with symmetry, with asymmetry, or with radial balance. How the 3D object is
realized as an image and achieves balance will also depend on how it sits within
the context of the image frame as well how the object is lit.
[Link] Symmetry
Similar to the same principle in physics, imagery can be defined in ways where an
image’s visual weight can be imagined. Symmetrical organization is created
through the alignment of graphics along an axis. The image plane can be imagined
as a scale, and the focal point of the image is the fulcrum (Fig. 5.23). Large
92 5 3D Design and Photogrammetry
[Link] Asymmetry
There are many tools available for aligning objects both within the context of the
image plane and within the context of other objects. Many modeling and sculpting
workflows now include the ability to create objects symmetrically, this can greatly
accelerate initial designs. This can be done in one of the two ways. One way is to
start by building half of the object and creating a mirror image duplicate of itself.
The second way is that many programs now often include a symmetry button for
creating objects. As an example (Fig. 5.25), the face was modeled with ‘‘symmetry
on’’ every detail sculpted on one side translated to the other. In the real world,
faces are rarely 100 % symmetrical; however, it is a factor that connects to rep-
etition as well as aesthetic beauty [10]. Working using the second approach works
better because of the ability to visually check the final result.
5.2.7 Repetition
Repetition with variation is often used within design. Repetition can help unify an
object, by creating a series of repeating forms. How those forms are laid out
connects repetition to the principle of rhythm (see Discussion in Sect. 5.2.8).
However, without any variation, the repetition can become boring. One reason for
boredom is that the brain can too easily and immediately perceive the image in a
single glance. However, when variety is added within repetition, it creates a
stronger visual image which will draw the eye in and engage the brain in a way
that will cause further consideration.
94 5 3D Design and Photogrammetry
In most programs, there is the ability to instantly create an array of objects. When
generating the array, the user can specify how many objects are created, the
distance between objects as well as additional rotation (etc.).
For creating 3D objects with naturalistic or organic feeling, exact duplication often
is an undesirable element. Slight variety of rotation, scale, or color can help throw
off the eye from noticing the repetition.
5.2.8 Proximity
This principle can be applied in 2D and 3D space designs as well temporal formats,
such as film and motion graphics. How objects are placed next to each other in
space and time affects our perception of them as a connected unit. When several
objects are placed close to each other as shown in Fig. 5.26 above, the brain easily
groups them into 5 units. This principle can be connected in a temporal sense to
[11], which takes the images projected next to each other within a time proximity
(between cuts in a film) and creates an association between them. The context and
order that the images are perceived can have a great impact on the emotional impact
(Isenhour).
Visual hierarchy is the order in which humans perceive an image. This order is
created by several factors. Objects with high visual contrast to their surroundings
are perceived first. Visual contrast can be achieved by structuring the elements of
design in ways that make objects stand out. Some examples of objects that are
designed to stand out are warning signs and tennis balls. The bright fluorescent
colors catch the eye. Opposite to this would be a soldier wearing camouflage,
which has the purpose of blending and hiding the person into the background.
Spot Healing Brush: This Photoshop tool analyzes surrounding pixels to check
for similarity within surrounding colors, with the new ‘‘content-aware’’
5.2 Principles of Design 95
technology, and it looks for ‘‘proximity of pattern’’ in the surrounding area and
will attempt to create additional patterns.
Using a combination of tools related to the elements of design can help describe
hierarchy:
Scale: The larger the object, the more dominant it can become within the visual
hierarchy.
Contrast: Making the object stand out by contrasting it to what is surrounding it.
Position: Where the object is represented in the frame also can affect hierarchy.
The top of the frame increases importance.
5.2.9 Dynamics
This principle of design is very strongly connected to both audio and movement.
The feeling an image gives is usually related to the use of patterns and line.
This can be accomplished by the placement of the 3D object so that the profile
creates lines that are diagonal to the frame of the image. Lines can also be a part of
the texture that covers the 3D object creating additional or contrary feelings of
direction or movement within an object.
[Link] Rhythm
Visual rhythm can be created in several ways. Individual lines can create a linear
rhythm. How lines are placed on a page affects the pace of how they are perceived by
the human eye. A strong use of repetition with any of the elements of design can
create a feeling of rhythm within an image. An example of a very simple rhythm
would be a repetition of a singular theme, and using alternation of a differentiated
sequence of repeating motifs can generate a more textured and complex rhythm.
[Link] Arrhythm
[Link] Random
References
1. Albers, J.: Interaction of color: Josef Albers. Yale University Press, New Haven. Also
Interaction of Color: 50th Anniversary (app) (2006)
2. Motter, B.C., Belky, E.J.: The guidance of eye movements during active visual search.
Vision. Res. 38(12), 1805–1815 (1998)
3. D’Onofrio, A.: Refining bouba-kiki: Phonetic detail and object dimensionality in sound-
shape correspondences. J. Acoust. Soc. Am. 132(3), 1968 (2012)
4. Cook, T.A: The Curves of Life: Being an Account of Spiral Formations and Their
Applications to Growth in Nature, to Science and to Art with Special Reference to the Ms. of
Leonardo Da Vinci; with 11 Plates. Courier Dover Publications, Mineola (1979)
5. Perlin, K.: Improving noise. ACM Trans. Graph. (TOG) 21(3), 681–682 (2002)
6. Stewart, M.: Launching the Imagination: A Comprehensive Guide to Three-Dimensional
Design. McGraw-Hill, New York (2006)
7. Palmer, S., Rock, I.: Rethinking perceptual organization: The role of uniform connectedness.
Psychon. Bull. Rev. 1(1), 29–55 (1994)
8. Lidwell, W., Holden, K., Butler, J.: Universal Principles of Design: 125 Ways to Enhance
Usability, Influence Perception, Increase Appeal, Make Better Design Decisions, and Tech
Through Design [25 Additional Design Principles]. Rockport publishers (2010)
9. White, A.W.: The elements of graphic design. Skyhorse Publishing Inc, New York (2011)
10. Thornhill, R., Gangestad, S.W.: Human facial beauty. Hum. Nat. 4(3), 237–269 (1993)
11. Isenhour, J.P.: The effects of context and order in film editing. Education Tech. Research
Dev. 23(1), 69–80 (1975)
Chapter 6
Conclusions and Looking Forward
Abstract This book concludes by looking at additional market leaders and how
they are further integrating technology for workflows as well as adapting and
converging.
Keywords Conclusions
As the technology for handling this quantity of data reaches consumer price
points, this opens up further design possibilities. Higher-fidelity visual 3D scans
from real life; using design principles to sculpt and retopologize output in a
multitude of forms will become standard and semiautomated workflows.
With rapid optimization and automation of 3D scanning and modeling, we
anticipate further convergence among technical and design fields. For example,
combining scanning with motion capture, augmented reality, and visual effects [1],
3D models will be combined with future generations of tools for designers to
create with.
Reference
7.1 PhotogrammetryResources
PhotoModeler Software
[Link]
ReconstructMe—Microsoft Kinect for 3D digitizing of objects
[Link]
VisualSFM: University of Seattle
[Link]
CMP SfM Web Service (Europe)
[Link]
Structure from Motion Toolkit
[Link]
Visual Size
[Link]
Good Forums
Photosynth Rivals
[Link]
Other Application:
PhotoCity (game)
[Link]
3D Scanningtechnologies
[Link]
CNO4neLpl7YCFalxOgodpE0Anw
CyArk: Digital preservation of world heritage sites
[Link]
[Link]
Albers, Joseph Interaction of Color (iPad app and book)
ColrD—Free Color Chrome App
References
0–9 F
3D coat, 19, 50 Film, 83, 86, 94
3D design, 1, 3, 69, 72, 75, 78, 83, 86 Future studies, 5
3D scanning, 98
G
A Gestalt, 74, 77, 86, 88
Additive, 20, 53
Art and design, 10
Asymmetry, 91 I
Autodesk 123D Catch, 13, 59 Introduction, 1, 2
B K
Balance, 83, 86, 91 Kinect fusion, 11
Box modeling, 30, 52
L
C Langer, 33, 34
Camera, 75, 78, 86, 87 Lens, 86, 87
Challenges and limitations, 13 Line, 69, 74–77, 87, 91, 95
Cinematography, 84, 85, 87
Color, 69–77, 83, 88–90, 92, 94, 101
Computer vision, 2, 3 M
Conclusion, 97 Major technology, 5
Convergence, 1, 83, 85, 98 Maya, 37, 64
Microsoft kinect, 10, 11
Modeling, 17–20, 23, 28, 30, 36, 42, 49–51, 56
D Modeling toolkit, 64
Design process, 4 Mudbox, 19, 40, 42
Digital sculpture, 19, 40, 51, 55, 56
Dynamics, 86, 90
N
Nature of technology, 5
E Normal maps, 37
Edge flow, 19, 20, 30, 34, 46, 50, 55, 56 NURBS, 20, 21, 23, 28–30, 41, 53
Education, 1
Elements of design, 69, 87, 91, 94, 95
Emphasis, 86, 90, 91 P
Entertainment field, 1 Patch modeling, 23, 30