简介
In Building Interactive Worlds in 3D readers will find turnkey tutorials that detail all the steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography. With the free software demos included, 3D artists and developers can learn to build a fully functioning prototype.The book is dynamic enough to give both those with a programming background as well as those who are just getting their feet wet challenging and engaging tutorials in virtual set design, using Virtools.Other software discussed is: Lightwave, and Maya. The book is constructed so that, depending on your project and design needs, you can read the text or interviews independently and/or use the book as reference for individual tutorials on a project-by-project basis.Each tutorial is followed by a short interview with a 3D graphics professional in order to provide insight and additional advice on particular interactive 3D techniques from user, designer, artist, and producer perspectives
目录
Table Of Contents:
Acknowledgments xiii
Contributors xv
Preface xix
Introduction xxi
Chapter 1 Emergence of Virtual Spaces 1(12)
1 Emergence 1(1)
2 Discussion about Virtual Spaces 1(12)
2.1 Let's Start the Discussion 2(8)
2.2 Notes on the Discussion 10(3)
Chapter 2 The Basic 3D Kit 13(70)
1 The Roadmap 13(1)
2 The Making of Cyclop, an Interactive Character in Maya 13(45)
2.1 Tour of Maya's Interface 14(2)
2.2 Modeling 16(16)
2.3 Materials and Textures 32(7)
2.4 Building a Skeleton with Inverse Kinematics 39(11)
2.5 Creating a Walk Animation 50(5)
2.6 How to Export the Character to Virtools 55(2)
2.7 What Did You Learn in This Tutorial? 57(1)
3 Creating a 3D Immersive Environment 58(25)
3.1 Creating the Ground 59(1)
3.2 Painting the Trees 60(1)
3.3 Painting Grass 61(2)
3.4 Conversion of 3D Models to Polygonal Meshes 63(1)
3.5 Reducing the Number of Polygons 64(1)
3.6 Materials and Textures 65(1)
3.7 How to Export the Scene to Virtools 66(2)
3.8 Setting Up the Scene in Virtools 68(3)
3.9 Loading Textures from Maya in Virtools 71(3)
3.10 Creating a Skybox 74(1)
3.11 Using Textures with Alpha-Channels 74(3)
3.12 Importing a Character 77(1)
3.13 The Character Stands on the Floor 78(1)
3.14 The Character Walks 78(3)
3.15 What Did You Learn in This Tutorial? 81(2)
Chapter 3 Interactive Textures and Lighting Design 83(72)
1 Introduction 83(7)
1.1 Bitmaps and Procedural Images 83(1)
1.2 Shaders 84(4)
1.3 Displacement Maps 88(1)
1.4 Procedural Painting 89(1)
1.5 Particle Animation 90(1)
2 Texture Primer: Creating a Skybox 90(14)
2.1 Origins of the Skybox 90(2)
2.2 Skybox Tutorial 92(1)
2.3 Design of a Skybox in Lightwave Modeler 92(8)
2.4 Create a Scene with Lights and Cameras in Lightwave 100(4)
2.5 Creating a Database to Manage 3D Assets in Virtools 104(1)
3 Create Interactive Textures: Bitmaps and Procedural Images 104(23)
3.1 Blending Textures Looped in Time 104(6)
3.2 Blending Textures Controlled by Viewer's Input 110(2)
3.3 Scrolling Textures 112(1)
3.4 Scrolling Texture with a Transparent Background 112(4)
3.5 Playing Movie Clips in a Loop Controlled by the Viewer 116(2)
3.6 Playing Movie Clips Controlled by the Viewer 118(1)
3.7 Using a Live Video from a Virtual Camera 118(2)
3.8 Texturing with a Random Live Video Signal 120(1)
3.9 Texturing with Live Video Signals Controlled by the Mouse 121(1)
3.10 Controlling a Texture with an Animated Character 121(2)
3.11 Texturing with Two Distinct Live Video Signals 123(2)
3.12 Texturing with Two Live Video Signals Reflected in a Mirror 125(1)
3.13 Texturing with Live Video Stream from a Video Camera 126(1)
4 Programmable Shaders 127(7)
4.1 The X-Ray Shader, Created by Zach Rosen 128(5)
4.2 Focus and Defocus 133(1)
5 Displacement Maps 134(3)
6 Vertex Painting 137(1)
7 Procedural Painting 138(4)
7.1 Painting in 3D with One Texture 138(4)
8 Examples of Particle Animation 142(6)
8.1 Designing a Planar Particle Emitter 142(1)
8.1.1 Creating the Particle Emitter 142(1)
8.2 Designing Behaviors for Flying Particles 142(6)
8.2.1 Particle Emitters 142(4)
8.2.2 Particle Deflectors 146(1)
8.2.3 3D Objects Can Replace Textures in a Particle Animation Setup 147(1)
9 Design of a Futuristic City 148(7)
9.1 Designing the City 149(2)
9.1.1 Creating Textures in Photoshop庐 149(1)
9.1.2 Modeling the Cityscape in Bryce 149(2)
9.1.3 Textures, Lights, and Cameras 151(1)
9.2 Particle Animation and Texture Blending in Virtools 151(4)
9.2.1 Texture Blending 151(2)
9.2.2 Particle Animation of the Traffic of Flying Vehicles 153(1)
9.2.3 Particle Animation of the Fires 153(2)
Chapter 4 Kinematics 155(62)
1 Introduction 155(10)
1.1 Kinematics 155(1)
1.2 Key-Frame Animations 156(2)
1.3 Why Use Event-Driven Motions? 158(2)
1.3.1 Hybrid Animation Systems 158(1)
1.3.2 Parametric Animations 159(1)
1.4 Using Pseudophysics 160(2)
1.5 Virtual Worlds with Physics 162(1)
1.6 Moving Physicalized 3D Objects 163(2)
1.6.1 Translation with Physics 163(1)
1.6.2 Rotation with Physics 164(1)
1.6.3 Adding New Objects to a Simulation with Physics 165(1)
2 Creating Simple Motions and Manipulations 165(12)
2.1 Rolling Stones 166(1)
2.2 Multiple Collisions 167(6)
2.3 Driving 173(2)
2.3.1 Driving with Pseudophysics 173(1)
2.3.2 Driving a String of Balls with Physics 173(2)
2.4 Springs 175(2)
2.4.1 Setting Up Physics for the Falling Object 177(1)
3 Mesh Deformations 177(10)
3.1 Twisting and Bending 180(3)
3.1.1 Twisting 181(1)
3.1.2 Bending 182(1)
3.2 Applying Noise to a Mesh 183(1)
3.3 Interactive Displacement of Vertices of a Mesh with a Mouse 183(2)
3.4 Moving One Vertex at a Time by Hand 185(2)
4 Complex Moving Structures 187(5)
4.1 Snake 187(5)
4.1.1 Building the Snake 188(4)
4.1.2 Driving the Snake 192(1)
5 Inverse Kinematics 192(8)
5.1 Bird 193(4)
5.2 The Hand 197(3)
6 Motion Planning 200(16)
6.1 "3D Hand with a Pendulum" Project 201(4)
6.2 Path Finding 205(12)
6.2.1 Setting Up a Character with Path Finding on a Terrain 207(2)
6.2.2 Moving Goals through Time 209(7)
7 Conclusion 216(1)
Chapter 5 Interactive Paths 217(42)
1 Story of a Famous Path 217(5)
1.1 Designing Paths 217(2)
1.2 Managing Paths 219(3)
2 Paths Tutorials 222(20)
2.1 How to Set Up the Path of an Insect Flying Along the Branch of a Tree 222(4)
2.2 Controlling the Speed of a Camera on a Path 226(2)
2.3 Interactive Motion Control of a Camera on a Path 228(3)
2.4 Cameras Can jump from One Path to Another 231(1)
2.5 Viewers Can jump from One Camera to the Other 232(2)
2.6 How to Switch Cameras on the Same Path 234(3)
2.7 How a Moving Object on a Path Can Detect and Avoid Obstacles 237(2)
2.8 How to Record a Path on the Fly 239(3)
3 The Donut Tutorial: Setting Up a Camera Inside an Interactive Race Track 242(17)
3.1 Conceptual Design 243(2)
3.2 Let's Start the Tutorial 245(14)
3.2.1 Conceptual Design 245(1)
3.2.2 Modeling a Donut-Shaped Ring 246(1)
3.2.3 Texturing the Donut 246(2)
3.2.4 Adding Lights and Cameras 248(1)
3.2.5 Drawing a Path 249(4)
3.2.6 Creating an Interactive Path 253(2)
3.2.7 Controlling the Camera's Speed on the Path 255(1)
3.2.8 Switching between Path Camera and Free Camera 255(1)
3.2.9 Creating Interactive Textures 256(1)
3.2.10 Adding an Additional Top View Helps to Keep Track of the Locations of Cameras on the Circuit 257(2)
Chapter 6 Virtual Cameras 259(40)
1 Introduction 259(10)
1.1 Relationships between Virtual Cameras and the Environment of a Scene 260(3)
1.2 The Psychology of the Viewer 263(2)
1.3 Cameras are Rarely Working Alone 265(4)
2 Building Virtual Cameras 269(9)
2.1 Motion Stabilization 271(1)
2.2 Virtual Cinematography 272(6)
2.2.1 Character-Dependent Camera 273(1)
2.2.2 Camera System Independent from Characters 274(4)
3 How to Design Behaviors for Interactive Cameras that Produce the Same Effect as Cameras Found in Movies 278(18)
3.1 Notes about Rear Window by Alfred Hitchcock 278(1)
3.2 The Design of the Hitch Camera 278(7)
3.3 Notes about Paths of Glory by Stanley Kubrick 285(1)
3.4 The Design of a Maze Camera 286(8)
3.5 Notes about L'Awentura by Antonioni 294(2)
4 Conclusion 296(3)
Chapter 7 Advanced Virtual Cameras and Their Environments 299(40)
1 Conceptual Design 299(5)
1.1 Step 1: Conceptual Design 302(1)
1.2 Step 2: Cameras and Navigation 302(2)
1.3 Step 3: The Following Questions Are Related to the Viewer's Experience 304(1)
2 Advanced Virtual Camera Development for the Diner Project 304(15)
2.1 Step 1: Diner: Conceptual Design 306(8)
2.2 Step 2: Cameras and Ways to Navigate Inside the Virtual World 314(4)
2.3 Step 3: The Viewer's Experience 318(1)
3 Virtual Camera Development for Nighthawks 319(10)
3.1 Step 1: Conceptual Design 322(2)
3.2 Step 2: Cameras and Navigation 324(4)
3.3 Step 3: User Experience 328(1)
4 Virtual Archeology at Aphrodisias 2003 329(9)
5 Conclusion 338(1)
Chapter 8 The Viewer's Experience, Interactive Installations, and Displays 339(70)
1 The Viewer's Interaction 339(1)
2 Serial Input Devices 340(18)
2.1 Technological Path for Serial Input Devices for a Virtual World 341(2)
2.2 An Example of Virtual Space Installation Using an Ultrasound Sensor 343(1)
2.3 Passing Variables from the Outside World Inside Virtools 344(4)
2.4 Embedding a Virtools Scene Inside a Director Movie 348(2)
2.5 Serial Communication 350(2)
2.6 Sensors 352(6)
2.7 Using Active X with Microsoft Visual Basic庐 358(1)
3 Using a Telephone as an Input Device 358(5)
3.1 Technological Path 359(1)
3.2 An Example of a Virtual Space Installation Using a Telephone in Virtools 360(3)
4 Musical Instrument Digital Interface 363(2)
4.1 Setting Up MIDI Channels 363(1)
4.2 Sensor and Microcontroller 363(1)
4.3 Virtools and Max Configuration 363(2)
5 Data Glove 365(16)
6 Infrared Sensors and Mouse-Driven Devices 381(1)
7 Game Controller 382(1)
8 Sound as an Input Device 382(6)
8.1 Using a Threshold 382(2)
8.2 Sampling Sound 384(4)
9 Navigation 388(11)
9.1 Example of Process 389(1)
9.2 Interface Design and Content Management 390(9)
9.2.1 Static Interfaces-Creating a Push Button and a Mouse Rollover 391(3)
9.2.2 Dynamic Interfaces-Examples of 3D Interfaces 394(1)
9.2.3 How to Create a 3D Mouse Pointer 395(3)
9.2.4 How to Create an Interface Design for a 3D Character 398(1)
10 Displays 399(5)
10.1 Multiscreen Displays 399(1)
10.2 Split View with Two Rendering Windows 400(1)
10.3 Comics Split Views 400(1)
10.4 Multiple Screens Display 401(3)
11 Conclusion: The Shape of Things to Come 404(5)
Bibliography 409(4)
Index 413
Acknowledgments xiii
Contributors xv
Preface xix
Introduction xxi
Chapter 1 Emergence of Virtual Spaces 1(12)
1 Emergence 1(1)
2 Discussion about Virtual Spaces 1(12)
2.1 Let's Start the Discussion 2(8)
2.2 Notes on the Discussion 10(3)
Chapter 2 The Basic 3D Kit 13(70)
1 The Roadmap 13(1)
2 The Making of Cyclop, an Interactive Character in Maya 13(45)
2.1 Tour of Maya's Interface 14(2)
2.2 Modeling 16(16)
2.3 Materials and Textures 32(7)
2.4 Building a Skeleton with Inverse Kinematics 39(11)
2.5 Creating a Walk Animation 50(5)
2.6 How to Export the Character to Virtools 55(2)
2.7 What Did You Learn in This Tutorial? 57(1)
3 Creating a 3D Immersive Environment 58(25)
3.1 Creating the Ground 59(1)
3.2 Painting the Trees 60(1)
3.3 Painting Grass 61(2)
3.4 Conversion of 3D Models to Polygonal Meshes 63(1)
3.5 Reducing the Number of Polygons 64(1)
3.6 Materials and Textures 65(1)
3.7 How to Export the Scene to Virtools 66(2)
3.8 Setting Up the Scene in Virtools 68(3)
3.9 Loading Textures from Maya in Virtools 71(3)
3.10 Creating a Skybox 74(1)
3.11 Using Textures with Alpha-Channels 74(3)
3.12 Importing a Character 77(1)
3.13 The Character Stands on the Floor 78(1)
3.14 The Character Walks 78(3)
3.15 What Did You Learn in This Tutorial? 81(2)
Chapter 3 Interactive Textures and Lighting Design 83(72)
1 Introduction 83(7)
1.1 Bitmaps and Procedural Images 83(1)
1.2 Shaders 84(4)
1.3 Displacement Maps 88(1)
1.4 Procedural Painting 89(1)
1.5 Particle Animation 90(1)
2 Texture Primer: Creating a Skybox 90(14)
2.1 Origins of the Skybox 90(2)
2.2 Skybox Tutorial 92(1)
2.3 Design of a Skybox in Lightwave Modeler 92(8)
2.4 Create a Scene with Lights and Cameras in Lightwave 100(4)
2.5 Creating a Database to Manage 3D Assets in Virtools 104(1)
3 Create Interactive Textures: Bitmaps and Procedural Images 104(23)
3.1 Blending Textures Looped in Time 104(6)
3.2 Blending Textures Controlled by Viewer's Input 110(2)
3.3 Scrolling Textures 112(1)
3.4 Scrolling Texture with a Transparent Background 112(4)
3.5 Playing Movie Clips in a Loop Controlled by the Viewer 116(2)
3.6 Playing Movie Clips Controlled by the Viewer 118(1)
3.7 Using a Live Video from a Virtual Camera 118(2)
3.8 Texturing with a Random Live Video Signal 120(1)
3.9 Texturing with Live Video Signals Controlled by the Mouse 121(1)
3.10 Controlling a Texture with an Animated Character 121(2)
3.11 Texturing with Two Distinct Live Video Signals 123(2)
3.12 Texturing with Two Live Video Signals Reflected in a Mirror 125(1)
3.13 Texturing with Live Video Stream from a Video Camera 126(1)
4 Programmable Shaders 127(7)
4.1 The X-Ray Shader, Created by Zach Rosen 128(5)
4.2 Focus and Defocus 133(1)
5 Displacement Maps 134(3)
6 Vertex Painting 137(1)
7 Procedural Painting 138(4)
7.1 Painting in 3D with One Texture 138(4)
8 Examples of Particle Animation 142(6)
8.1 Designing a Planar Particle Emitter 142(1)
8.1.1 Creating the Particle Emitter 142(1)
8.2 Designing Behaviors for Flying Particles 142(6)
8.2.1 Particle Emitters 142(4)
8.2.2 Particle Deflectors 146(1)
8.2.3 3D Objects Can Replace Textures in a Particle Animation Setup 147(1)
9 Design of a Futuristic City 148(7)
9.1 Designing the City 149(2)
9.1.1 Creating Textures in Photoshop庐 149(1)
9.1.2 Modeling the Cityscape in Bryce 149(2)
9.1.3 Textures, Lights, and Cameras 151(1)
9.2 Particle Animation and Texture Blending in Virtools 151(4)
9.2.1 Texture Blending 151(2)
9.2.2 Particle Animation of the Traffic of Flying Vehicles 153(1)
9.2.3 Particle Animation of the Fires 153(2)
Chapter 4 Kinematics 155(62)
1 Introduction 155(10)
1.1 Kinematics 155(1)
1.2 Key-Frame Animations 156(2)
1.3 Why Use Event-Driven Motions? 158(2)
1.3.1 Hybrid Animation Systems 158(1)
1.3.2 Parametric Animations 159(1)
1.4 Using Pseudophysics 160(2)
1.5 Virtual Worlds with Physics 162(1)
1.6 Moving Physicalized 3D Objects 163(2)
1.6.1 Translation with Physics 163(1)
1.6.2 Rotation with Physics 164(1)
1.6.3 Adding New Objects to a Simulation with Physics 165(1)
2 Creating Simple Motions and Manipulations 165(12)
2.1 Rolling Stones 166(1)
2.2 Multiple Collisions 167(6)
2.3 Driving 173(2)
2.3.1 Driving with Pseudophysics 173(1)
2.3.2 Driving a String of Balls with Physics 173(2)
2.4 Springs 175(2)
2.4.1 Setting Up Physics for the Falling Object 177(1)
3 Mesh Deformations 177(10)
3.1 Twisting and Bending 180(3)
3.1.1 Twisting 181(1)
3.1.2 Bending 182(1)
3.2 Applying Noise to a Mesh 183(1)
3.3 Interactive Displacement of Vertices of a Mesh with a Mouse 183(2)
3.4 Moving One Vertex at a Time by Hand 185(2)
4 Complex Moving Structures 187(5)
4.1 Snake 187(5)
4.1.1 Building the Snake 188(4)
4.1.2 Driving the Snake 192(1)
5 Inverse Kinematics 192(8)
5.1 Bird 193(4)
5.2 The Hand 197(3)
6 Motion Planning 200(16)
6.1 "3D Hand with a Pendulum" Project 201(4)
6.2 Path Finding 205(12)
6.2.1 Setting Up a Character with Path Finding on a Terrain 207(2)
6.2.2 Moving Goals through Time 209(7)
7 Conclusion 216(1)
Chapter 5 Interactive Paths 217(42)
1 Story of a Famous Path 217(5)
1.1 Designing Paths 217(2)
1.2 Managing Paths 219(3)
2 Paths Tutorials 222(20)
2.1 How to Set Up the Path of an Insect Flying Along the Branch of a Tree 222(4)
2.2 Controlling the Speed of a Camera on a Path 226(2)
2.3 Interactive Motion Control of a Camera on a Path 228(3)
2.4 Cameras Can jump from One Path to Another 231(1)
2.5 Viewers Can jump from One Camera to the Other 232(2)
2.6 How to Switch Cameras on the Same Path 234(3)
2.7 How a Moving Object on a Path Can Detect and Avoid Obstacles 237(2)
2.8 How to Record a Path on the Fly 239(3)
3 The Donut Tutorial: Setting Up a Camera Inside an Interactive Race Track 242(17)
3.1 Conceptual Design 243(2)
3.2 Let's Start the Tutorial 245(14)
3.2.1 Conceptual Design 245(1)
3.2.2 Modeling a Donut-Shaped Ring 246(1)
3.2.3 Texturing the Donut 246(2)
3.2.4 Adding Lights and Cameras 248(1)
3.2.5 Drawing a Path 249(4)
3.2.6 Creating an Interactive Path 253(2)
3.2.7 Controlling the Camera's Speed on the Path 255(1)
3.2.8 Switching between Path Camera and Free Camera 255(1)
3.2.9 Creating Interactive Textures 256(1)
3.2.10 Adding an Additional Top View Helps to Keep Track of the Locations of Cameras on the Circuit 257(2)
Chapter 6 Virtual Cameras 259(40)
1 Introduction 259(10)
1.1 Relationships between Virtual Cameras and the Environment of a Scene 260(3)
1.2 The Psychology of the Viewer 263(2)
1.3 Cameras are Rarely Working Alone 265(4)
2 Building Virtual Cameras 269(9)
2.1 Motion Stabilization 271(1)
2.2 Virtual Cinematography 272(6)
2.2.1 Character-Dependent Camera 273(1)
2.2.2 Camera System Independent from Characters 274(4)
3 How to Design Behaviors for Interactive Cameras that Produce the Same Effect as Cameras Found in Movies 278(18)
3.1 Notes about Rear Window by Alfred Hitchcock 278(1)
3.2 The Design of the Hitch Camera 278(7)
3.3 Notes about Paths of Glory by Stanley Kubrick 285(1)
3.4 The Design of a Maze Camera 286(8)
3.5 Notes about L'Awentura by Antonioni 294(2)
4 Conclusion 296(3)
Chapter 7 Advanced Virtual Cameras and Their Environments 299(40)
1 Conceptual Design 299(5)
1.1 Step 1: Conceptual Design 302(1)
1.2 Step 2: Cameras and Navigation 302(2)
1.3 Step 3: The Following Questions Are Related to the Viewer's Experience 304(1)
2 Advanced Virtual Camera Development for the Diner Project 304(15)
2.1 Step 1: Diner: Conceptual Design 306(8)
2.2 Step 2: Cameras and Ways to Navigate Inside the Virtual World 314(4)
2.3 Step 3: The Viewer's Experience 318(1)
3 Virtual Camera Development for Nighthawks 319(10)
3.1 Step 1: Conceptual Design 322(2)
3.2 Step 2: Cameras and Navigation 324(4)
3.3 Step 3: User Experience 328(1)
4 Virtual Archeology at Aphrodisias 2003 329(9)
5 Conclusion 338(1)
Chapter 8 The Viewer's Experience, Interactive Installations, and Displays 339(70)
1 The Viewer's Interaction 339(1)
2 Serial Input Devices 340(18)
2.1 Technological Path for Serial Input Devices for a Virtual World 341(2)
2.2 An Example of Virtual Space Installation Using an Ultrasound Sensor 343(1)
2.3 Passing Variables from the Outside World Inside Virtools 344(4)
2.4 Embedding a Virtools Scene Inside a Director Movie 348(2)
2.5 Serial Communication 350(2)
2.6 Sensors 352(6)
2.7 Using Active X with Microsoft Visual Basic庐 358(1)
3 Using a Telephone as an Input Device 358(5)
3.1 Technological Path 359(1)
3.2 An Example of a Virtual Space Installation Using a Telephone in Virtools 360(3)
4 Musical Instrument Digital Interface 363(2)
4.1 Setting Up MIDI Channels 363(1)
4.2 Sensor and Microcontroller 363(1)
4.3 Virtools and Max Configuration 363(2)
5 Data Glove 365(16)
6 Infrared Sensors and Mouse-Driven Devices 381(1)
7 Game Controller 382(1)
8 Sound as an Input Device 382(6)
8.1 Using a Threshold 382(2)
8.2 Sampling Sound 384(4)
9 Navigation 388(11)
9.1 Example of Process 389(1)
9.2 Interface Design and Content Management 390(9)
9.2.1 Static Interfaces-Creating a Push Button and a Mouse Rollover 391(3)
9.2.2 Dynamic Interfaces-Examples of 3D Interfaces 394(1)
9.2.3 How to Create a 3D Mouse Pointer 395(3)
9.2.4 How to Create an Interface Design for a 3D Character 398(1)
10 Displays 399(5)
10.1 Multiscreen Displays 399(1)
10.2 Split View with Two Rendering Windows 400(1)
10.3 Comics Split Views 400(1)
10.4 Multiple Screens Display 401(3)
11 Conclusion: The Shape of Things to Come 404(5)
Bibliography 409(4)
Index 413
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