Research Article
BibTex RIS Cite

3 BOYUTLU GÖRSELLEŞTİRMEDE KULLANILAN KABARTMA TEKNİKLERİNİN KARŞILAŞTIRILMASI

Year 2023, Volume: 10 Issue: 2, 87 - 94, 26.01.2024

Abstract

3 boyutlu görselleştirme, günümüzde pek çok alanda yaygın olarak kullanılmaktadır. Görsel sanatların en yeni dallarından biri olan 3 boyutlu görselleştirme son yıllarda gerçeğinden ayrılmayacak kadar güzel görseller hazırlama olanağı sunmaktadır. Hem yazılım hem de donanım olarak, görselleştirme işlemlerini hızlandıran gelişmelere her geçen gün yenileri eklenmektedir. Donanım olarak anlık hesaplamaları çok daha hızlı bir şekilde yapabilen ekran kartları geliştirilmiştir. Aynı şekilde 3 boyutlu modelleme yazılımları, render motorları ve oyun motorları sürekli yenilenerek kullanıcılarına pek çok kolaylık sağlayan araçlar geliştirmişlerdir. Tüm bu gelişmeler ışığında, 3 boyutlu nesnelerin sunumunda, ana doku haritası, kabartma haritası, yansıma haritası gibi pek çok harita yardımıyla fotogerçekçi görseller elde edilebilmektedir. Bu çalışmada günümüzde yaygın olarak kullanılan yazılımlardan 3ds Max ve Vray yazılımları kullanılarak 3 boyutlu görselleştirmenin en temel başlıklarından biri olan kabartma teknikleri incelenecektir. Hazırlanacak basit bir sahne üzerinde, 3 boyutlu bir model için özel dokular oluşturulup, render süreleri ve görsel etkileri değerlendirilecektir. Ayrıca Bump mapping, Normal mapping ve Displacement mapping teknikleri ayrı ayrı ele alınacaktır. Her bir tekniğin kullanım alanları, oluşturma yöntemleri, gelişim süreçleri, avantaj ve dezavantajları uygulamalı örnekler ile karşılaştırılacaktır.

Ethical Statement

-

Supporting Institution

-

Project Number

-

Thanks

-

References

  • Zheng, D. (2021, July). Research on application of computer 3d modeling technology in ceramic tea set design. In Journal of Physics: Conference Series (Vol. 1961, No. 1, p. 012058). IOP Publishing.
  • Bailey, M., & Cunningham, S. (2016). Graphics shaders: theory and practice. CRC Press.
  • Kilgard, M. J. (2000, July). A practical and robust bump-mapping technique for today’s GPUs. In Game Developers Conference 2000 (pp. 1-39).
  • Wong, A., & Bishop, W. (2006). Adaptive normal map compression for 3d video games. Proc Future Play. Olano, M., & Baker, D. (2010, February). Lean mapping. In Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games (pp. 181-188).
  • Murphy, C., Mudur, S., Holden, D., Carbonneau, M. A., Ghafourzadeh, D., & Beauchamp, A. (2021). Artist guided generation of video game production quality face textures. Computers & Graphics, 98, 268-279.
  • Risser, E. (2007, August). Rendering 3D volumes using per-pixel displacement mapping. In Proceedings of the 2007 ACM SIGGRAPH symposium on Video games (pp. 81-87).
  • Peercy, M., Airey, J., & Cabral, B. (1997, August). Efficient bump mapping hardware. In Proceedings of the 24th annual conference on Computer graphics and interactive techniques (pp. 303-306).
  • Qian, K., Li, Y., Xu, H., Xu, X., Zhang, J., Dong, K., & Li, H. (2023). Normal mapping and normal transfer for geometric dynamic models. Multimedia Tools and Applications, 1-18.
  • Vassiliou, N., Psistakis, J., Zafiris, P., & Papatheodorou, T. S. (2004). Normal mapping technology: Parthenon case study. Journal of Digital Information Management, 2(4), 179-183.
  • TreeHouse. (2023). https://blog.teamtreehouse.com/understanding-normal-maps adresinden erişildi, Erişim tarihi: 05.11.2023.
  • Chaos. (2023). https://docs.chaos.com/display/VMAX/Displacement+Mapping adresinden erişildi, Erişim tarihi: 11.11.2023.
  • Vikipedia. (2023). https://en.wikipedia.org/wiki/Displacement_mapping adresinden erişildi, Erişim tarihi: 16.11.2023.
  • Şekil 3. Unity User Manual https://docs.unity3d.com/Manual/StandardShaderMaterialParameterNormalMap.html
  • Şekil 4. Vikipedia Normal Mapping https://en.wikipedia.org/wiki/Normal_mapping#/media/File:Normal_map_example_with_scene_and_result.png
  • Şekil 5. Vray User Manual https://docs.chaos.com/display/VMAX/Displacement+Mapping?preview=/60099997/60100014/image.png

COMPARISON OF EMBOSSING TECHNIQUES USED IN 3D VISUALIZATION

Year 2023, Volume: 10 Issue: 2, 87 - 94, 26.01.2024

Abstract

3D visualization is widely used in many fields today. 3D visualization, one of the newest branches of visual arts, has in recent years offered the opportunity to create beautiful images that are inseparable from reality. New developments that accelerate visualization processes, both in software and hardware, are added every day. In terms of hardware, graphics cards have been developed that can perform instantaneous calculations much faster. Likewise, 3D modeling software, rendering engines and game engines have been constantly renewed and developed tools that provide many conveniences to their users. In the light of all these developments, photorealistic visuals can be obtained in the presentation of 3D objects with the help of many maps such as main texture map, relief map, reflection map. In this study, relief techniques, one of the most basic topics of 3D visualization, will be examined using 3ds Max and Vray software, which are widely used today. Special textures will be created for a 3D model on a simple scene, and rendering times and visual effects will be evaluated. Additionally, Bump mapping, Normal mapping and Displacement mapping techniques will be discussed separately. The usage areas, creation methods, development processes, advantages and disadvantages of each technique will be compared with applied examples.

Project Number

-

References

  • Zheng, D. (2021, July). Research on application of computer 3d modeling technology in ceramic tea set design. In Journal of Physics: Conference Series (Vol. 1961, No. 1, p. 012058). IOP Publishing.
  • Bailey, M., & Cunningham, S. (2016). Graphics shaders: theory and practice. CRC Press.
  • Kilgard, M. J. (2000, July). A practical and robust bump-mapping technique for today’s GPUs. In Game Developers Conference 2000 (pp. 1-39).
  • Wong, A., & Bishop, W. (2006). Adaptive normal map compression for 3d video games. Proc Future Play. Olano, M., & Baker, D. (2010, February). Lean mapping. In Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games (pp. 181-188).
  • Murphy, C., Mudur, S., Holden, D., Carbonneau, M. A., Ghafourzadeh, D., & Beauchamp, A. (2021). Artist guided generation of video game production quality face textures. Computers & Graphics, 98, 268-279.
  • Risser, E. (2007, August). Rendering 3D volumes using per-pixel displacement mapping. In Proceedings of the 2007 ACM SIGGRAPH symposium on Video games (pp. 81-87).
  • Peercy, M., Airey, J., & Cabral, B. (1997, August). Efficient bump mapping hardware. In Proceedings of the 24th annual conference on Computer graphics and interactive techniques (pp. 303-306).
  • Qian, K., Li, Y., Xu, H., Xu, X., Zhang, J., Dong, K., & Li, H. (2023). Normal mapping and normal transfer for geometric dynamic models. Multimedia Tools and Applications, 1-18.
  • Vassiliou, N., Psistakis, J., Zafiris, P., & Papatheodorou, T. S. (2004). Normal mapping technology: Parthenon case study. Journal of Digital Information Management, 2(4), 179-183.
  • TreeHouse. (2023). https://blog.teamtreehouse.com/understanding-normal-maps adresinden erişildi, Erişim tarihi: 05.11.2023.
  • Chaos. (2023). https://docs.chaos.com/display/VMAX/Displacement+Mapping adresinden erişildi, Erişim tarihi: 11.11.2023.
  • Vikipedia. (2023). https://en.wikipedia.org/wiki/Displacement_mapping adresinden erişildi, Erişim tarihi: 16.11.2023.
  • Şekil 3. Unity User Manual https://docs.unity3d.com/Manual/StandardShaderMaterialParameterNormalMap.html
  • Şekil 4. Vikipedia Normal Mapping https://en.wikipedia.org/wiki/Normal_mapping#/media/File:Normal_map_example_with_scene_and_result.png
  • Şekil 5. Vray User Manual https://docs.chaos.com/display/VMAX/Displacement+Mapping?preview=/60099997/60100014/image.png
There are 15 citations in total.

Details

Primary Language Turkish
Subjects Photography, Video and Lens-Based Practice, Visual Arts (Other)
Journal Section Articles
Authors

Sinan İlkaz 0000-0002-4660-0461

Yusuf Keş 0000-0002-8715-8809

Project Number -
Early Pub Date January 18, 2024
Publication Date January 26, 2024
Submission Date December 5, 2023
Acceptance Date January 18, 2024
Published in Issue Year 2023 Volume: 10 Issue: 2

Cite

APA İlkaz, S., & Keş, Y. (2024). 3 BOYUTLU GÖRSELLEŞTİRMEDE KULLANILAN KABARTMA TEKNİKLERİNİN KARŞILAŞTIRILMASI. Yıldız Journal of Art and Design, 10(2), 87-94.

Etik kurul onayı belgesi yüklenmesi zorunludur.  Taranan indexler: DRJI, ResearchBib, Google Scholar, BASE (Bielefeld Academic Search Engine), Electronic Journals Library, JournalSeek, Academic Keys, Scientific Indexing Services, SOBIAD