Book description
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.
Table of contents
- Cover
- Half Title
- Title Page
- Copyright
- Table of Contents
- Acknowledgments
- Contributors
- Preface
- Introduction
- Chapter 1: Emergence of Virtual Spaces
-
Chapter 2: The Basic 3D Kit
- 1. The Roadmap
- 2. The Making of Cyclop, an Interactive Character in Maya
-
3. Creating a 3D Immersive Environment
- 3.1 Creating the Ground
- 3.2 Painting the Trees
- 3.3 Painting Grass
- 3.4 Conversion of 3D Models to Polygonal Meshes
- 3.5 Reducing the Number of Polygons
- 3.6 Materials and Textures
- 3.7 How to Export the Scene to Virtools
- 3.8 Setting Up the Scene in Virtools
- 3.9 Loading Textures from Maya in Virtools
- 3.10 Creating a Skybox
- 3.11 Using Textures with Alpha-Channels
- 3.12 Importing a Character
- 3.13 The Character Stands on the Floor
- 3.14 The Character Walks
- 3.15 What Did You Learn in This Tutorial?
-
Chapter 3: Interactive Textures and Lighting Design
- 1. Introduction
- 2. Texture Primer: Creating a Skybox
-
3. Create Interactive Textures: Bitmaps and Procedural Images
- 3.1 Blending Textures Looped in Time
- 3.2 Blending Textures Controlled by Viewer’s Input
- 3.3 Scrolling Textures
- 3.4 Scrolling Texture with a Transparent Background
- 3.5 Playing Movie Clips in a Loop Controlled by the Viewer
- 3.6 Playing Movie Clips Controlled by the Viewer
- 3.7 Using a Live Video from a Virtual Camera
- 3.8 Texturing with a Random Live Video Signal
- 3.9 Texturing with Live Video Signals Controlled by the Mouse
- 3.10 Controlling a Texture with an Animated Character
- 3.11 Texturing with Two Distinct Live Video Signals
- 3.12 Texturing with Two Live Video Signals Reflected in a Mirror
- 3.13 Texturing with Live Video Stream from a Video Camera
- 4. Programmable Shaders
- 5. Displacement Maps
- 6. Vertex Painting
- 7. Procedural Painting
- 8. Examples of Particle Animation
- 9. Design of a Futuristic City
-
Chapter 4: Kinematics
- 1. Introduction
- 2. Creating Simple Motions and Manipulations
- 3. Mesh Deformations
- 4. Complex Moving Structures
- 6. Motion Planning
- 7. Conclusion
-
Chapter 5: Interactive Paths
- 1. Story of a Famous Path
-
2. Paths Tutorials
- 2.1 How to Set Up the Path of an Insect Flying Along the Branch of a Tree
- 2.2 Controlling the Speed of a Camera on a Path
- 2.3 Interactive Motion Control of a Camera on a Path
- 2.4 Cameras Can Jump from One Path to Another
- 2.5 Viewers Can Jump from One Camera to the Other
- 2.6 How to Switch Cameras on the Same Path
- 2.7 How a Moving Object on a Path Can Detect and Avoid Obstacles
- 2.8 How to Record a Path on the Fly
-
3. The Donut Tutorial: Setting Up a Camera Inside an Interactive Race Track
- 3.1 Conceptual Design
-
3.2 Let’s Start the Tutorial
- 3.2.1 Conceptual Design
- 3.2.2 Modeling a Donut-Shaped Ring
- 3.2.3 Texturing the Donut
- 3.2.4 Adding Lights and Cameras
- 3.2.5 Drawing a Path
- 3.2.6 Creating an Interactive Path
- 3.2.7 Controlling the Camera’s Speed on the Path
- 3.2.8 Switching between Path Camera and Free Camera
- 3.2.9 Creating Interactive Textures
- 3.2.10 Adding an Additional Top View Helps to Keep Track of the Locations of Cameras on the Circuit
- Chapter 6: Virtual Cameras
- Chapter 7: Advanced Virtual Cameras and Their Environments
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Chapter 8: The Viewer’s Experience, Interactive Installations, and Displays
- 1. The Viewer’s Interaction
-
2. Serial Input Devices
- 2.1 Technological Path for Serial Input Devices for a Virtual World
- 2.2 An Example of Virtual Space Installation Using an Ultrasound Sensor
- 2.3 Passing Variables from the Outside World Inside Virtools
- 2.4 Embedding a Virtools Scene Inside a Director Movie
- 2.5 Serial Communication
- 2.6 Sensors
- 2.7 Using Active X with Microsoft Visual Basic®
- 3. Using a Telephone as an Input Device
- 4. Musical Instrument Digital Interface
- 5. Data Glove
- 6. Infrared Sensors and Mouse-Driven Devices
- 7. Game Controller
- 8. Sound as an Input Device
- 9. Navigation
- 10. Displays
- 11. Conclusion: The Shape of Things to Come
- Bibliography
- Index
Product information
- Title: Building Interactive Worlds in 3D
- Author(s):
- Release date: May 2013
- Publisher(s): Routledge
- ISBN: 9781136143977
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