3D Computer Modeling

ACG 120, Fullerton College

Curriculum

Overview

The study of digital tools to represent objects in 3D space. Learn the basics of 3D computer graphics. This is the foundation for special effects in movies and computer games. The course covers leading 3D graphics software, with plenty of hands-on use of the computer to build a portfolio and acquire the experience levels demanded by employers and clients.

Two hours lecture and three hours lab per week.

Topics

  1. Technical orientation.
    1. System software user interface.
    2. Recommended workflow practices.
    3. Computational loads and display requirements of 3D graphics.
  2. Digital 3D graphics orientation.
    1. Basic factors affecting the visual perception of space.
    2. 3D shape recognition from 2D images on the screen.
    3. Professional 3D modeling practices and job descriptions.
    4. History and future trends of 3D computer applications in the visual arts.
  3. 3D graphics application software interface.
    1. Default settings and user preferences.
    2. Document setup. Import and export formats.
    3. Document window features. Interpreting orthogonal projections (plan and elevations).
    4. Tools and commands palettes.
    5. Object-selection tools and techniques
    6. Object-management features.
  4. 3D graphics object-creation features.
    1. Underlying geometry.
    2. 3D primitives.
    3. 2D profile drawing tools.
    4. Techniques to convert 2D profiles to 3D objects.
    5. Features specific to the program in use.
  5. 3D graphics object-editing features.
    1. Global vs. local control.
    2. Basic geometric transformations.
    3. Boolean operations on shapes.
    4. Modeling effects (extensions, plug-ins).
    5. Features specific to the program in use.
  6. 3D graphics object-appearance features.
    1. Image-based materials.
    2. Procedural materials.
    3. Mapping techniques.
    4. Appearance effects (extensions, plug-ins).
    5. Features specific to the program in use.
  7. 3D graphics scene-rendering features.
    1. Lighting type, placement, and attributes.
    2. Camera placement, orientation, field-of-view.
    3. Atmosphere settings.
    4. Renderer trade-offs and settings.
    5. Rendered image formats.
    6. Features specific to the program in use.
  8. Perspective and rendering as compositional devices.
    1. Choice of viewpoint and perspective forcing to establish visual hierarchies.
    2. Influence of rendering on figure-ground relationship.
    3. Shaping space with light and color.
    4. Visual resources research.
    5. Constructing meaning in narrative and documentary illustrations.
    6. Application area case studies.

Outcomes

Students successful in this class will: