3D
Renderings for Architecture
3D rendering actually came out a lot earlier
that most people know. The adaptations that you see today
evolved from as early as the 1970s. The photo-perfect
3D renderings you have become accustomed evolved through
new technology, faster computers and a new breed of artist.
The Beginning of 3D
3D on computers, as mentioned above, started a long time
ago. But it wasn't renderings that were being produced,
it was wireframes. A computer, the fastest in those days,
could plot a 3 dimensional wireframe object and display
it on the screen. As the hardware became faster the operator
was able to move the 3D object around.
From then came hidden line removal, where the parts of
a wireframe model that would not normally be seen were
removed and a more accurate shape was displayed. Soon after
came perspective, which gave the 3D object "vanishing
points" and created the look of real 3D depth. Still,
there was no colour but the lines plotted by the 3D computer
model were great for working over the top of. The process
allowed an artist or illustrator to create a wireframe
view, find a pleasing angle to present and then generate
a hidden line perspective view for the enhancing with traditional
pen or paint based techniques.
Coloured faces in 3D views soon came about although they
looked flat and lifeless as they lacked shading, texture,
specular, illumination and all the other traights that
a real-life surface has. All of these steps we consider
to be before the actual term 3D Rendering could be used,
as they required significant manual effort outside of the
computer to create any kind of artwork or illustration
that was pleasing to the eye. The "3D" was there
but the "Rendering" was still being done by hand.
The first 3D Renderings
Computer programmers were working hard towards achieving
a realistic view from the computer alone and advances in
hardware performance were allowing more complex calculations.
The term "3D Rendering" came about when processes
such as "Phong rendering" and later on "Ray
Tracing" came about. These techniques used the 3D
model as a basis but didn't approach the coloring or 3D
representation in the same way. They calculated the way
that light hits a surface and how the viewer would perceive
that light, which is based on real-life. The process, to
the technical, is actually reversed in that it starts the
calculation from the viewing point and works backwards,
but the result is the same.
The first 3D Renderings were very basic indeed, in fact
they weren't much better than the previous coloured 3D
faces, but they improved. Soon some basic 3D Rendering
techniques and technologies came into play, such as:
- Texturing. Applying a photographic
surface to a 3D model, therefore creating a realistic
surface. 3D texturing is now a very specialized task
with many many parameters to deal with.
- Transparency. Put simply, you can
now see through windows.
- Shadows. Calculating the shadows cast
by the lights in a scene and displaying them correctly.
The technology of shadows alone could have a page written
about it.
Each of the effects above caused a 3D Rendering to take
longer to process - hours, days or weeks. But today's computers
are fast enough to handle them with ease, so now we have
new techniques that push our current computers to the limit.
3D Rendering in the Movies
All computer geeks know of the 1982 movie "Tron".
It pushed CGI (Computer Generated Imagery) to the limit.
While very simple in today's terms it was groundbreaking
then by being the first real CGI 3D Rendered film and by
incorporating was was advanced techniques such as transparency.
Tron inspired many artists, illustrators and computer
nerds to enter the 3D Rendering field, although we quickly
learnt that it wasn't an easy entry. Tron was great because
it didn't try to be anything else other than a computerized
environment in a Sci-Fi film, which is how it was pulled
off. Mainstream artwork was a completely different story.
And 3D
Rendered animation was even further away.
Advances in 3D Rendering technology
Hardware was the biggest issue for getting realistic 3D
Renderings on time and to an acceptable quality. If you
wanted a nice looking rendering then you needed more processing
power. You could wait days for finished artwork and then
face doing it all again if you needed to make an alteration.
The speed of hardware was critical and the cost of anything
that was nearly fast enough was prohibitive. But computers
got faster and the offerings to main stream business, artists
and home users improved.
Steve Bell, chief of Archiform 3D was an uptaker in 1986
of the Atari 1024 STF. This tidy box had a whole Megabyte
of RAM and run at a blistering 8 Mhz. It was ahead in RAW
processing power, memory capacity and graphic ability.
In comparison, Steve's G5 RISC workstation today (2005)
has two processors running at 2500 Mhz, 2500 Megabytes
of RAM and two large LCD screens. But the Atari, among
other new offerings brought CAD and 3D to the average person.
It was slow, unimpressive and difficult to learn, but it
had potential.
In the early 1990s Steve was producing 3D Renderings professionally,
some being close to photographic quality, while most were
still obviously 3D (this was not considered detrimental
in all cases).
Today's computers still have some way to go to make 3D
Rendering an effortless, fast process, but they are on
their way. We are now able to link many computers together
to create a "Render
Farm" that splits the load
of generating artwork into smaller pieces across many CPUs.
Advanced 3D Rendering Techniques
The advances in 3D Rendering hardware allowed new techniques
to enter. Without these new technologies hardware would
have caught up on the needs of the artist now, but the
desire for pure realism dictates that we need to push the
limits of hardware and software constantly. Some 3D Rendering
techniques and technology that evolved are:
- Radiosity.
In order to get a true representation of light you need
to calculate indirect light and the light generated from
basic surfaces. Even flat surfaces reflect light. Without
writing a chapter on Radiosity, you may simply think
of it as the calculation of indirect, reflected light
in a scene, not just as intensity but colour. Radiosity
requires immense computing power but creates superb 3D
renderings.
- Caustics. Another complex technology,
but the simple description is that it calculated scattered
light. For example, you may have played with a prism
and seen how it splits light up into colours. Caustics
performs the same calculation and also requires immense
computing power. While spectacular in it's effect it
isn't used often in the architectural scenes we create.
Today's 3D Artists
Today's 3D Rendering artist is a specialist. Like all
new computer techniques it was pioneered by enthusiasts
but it has now become a real profession. People train at
university in this field, which has grown to have many
different subsets. In the 3D Rendering CGI field alone
you have:
- Animators
- Modellers
- Character animators
- Texture/Material builders
- Lighting experts
- IT personnel that keep the hardware running
They have their own culture, their own version of Geek
Speak and a whole lot of new TLAs (three letter acronyms)
to keep you guessing as to what they may actually be talking
about.
Uses for 3D Renderings
in Architecture: |
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Design development
and pre-visualization |
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3D architectural presentations |
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Fly-through animated presentations |
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Production of construction plans |
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Development approval processes |
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