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Monday, September 22, 2008



woke up in the morning and felt feverish and my whole body was aching... headache was real bad too.. zzz..maybe didnt drank 2 much water ytd under the hot n humid weather.. and my head still hurts nw. aww >.< better =D

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Tuesday, September 16, 2008



Woke up at 5.45am today.send yj off to tekong for BMT at pasir ris with me, pok, qiang, sherill,tina,vic and ruth.so super tired.
While on the way to the shuttle bus service, saw daryl enlisting into army today too.. hmm
there was lots of ppl enlisting and friends and family members supporting dem.. while we were accompanying yj to queue up to board the shuttle bus to the ferry terminal, all of the sudden 1 of the officer shouted this, "RECURITS TUCK IN YOUR SHIRT!" I was like -_- though I enlisting after my course ends but already feeling abit of Ns stress le LOL.well, time will pass real fast and it will soon be my turn.. anyway, me vic n sherill wanted to accompany yj to go in to tekong as he has 3 extra tickets bt in the end we don noe y nvr go. ha


anyway, after breakfast, went out wif the rest for the whole day den started work at 7pm. I was like zzz. die liao lah, after 2 days still no appointment.. that time b 4 attchment i still gt alot of appointment lo den now don have.. i going ki siao liao.. ha. ok. time to knock out. so tired le..=D

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Saturday, September 06, 2008



This post is specially to Dajie as to tell her what is rendering all about in detail. hahas.

3D rendering is the 3D computer graphics process of automatically converting 3D wire frame models into 2D images with 3D photorealistic effects on a computer.

Rendering methods

Main Article: Rendering

Rendering is the final process of creating the actual 2D image or animation from the prepared scene. This can be compared to taking a photo or filming the scene after the setup is finished in real life. Several different, and often specialized, rendering methods have been developed. These range from the distinctly non-realistic wireframe rendering through polygon-based rendering, to more advanced techniques such as: scanline rendering, ray tracing, or radiosity. Rendering may take from seconds to days for a single image/frame. In general, different methods are better suited for either photo-realistic rendering, or real-time rendering.


Real-time

An example of a ray-traced image that typically takes seconds or minutes to render. The photo-realism is apparent.
An example of a ray-traced image that typically takes seconds or minutes to render. The photo-realism is apparent.


Rendering for interactive media, such as games and simulations, is calculated and displayed in real time, at rates of approximately 20 to 120 frames per second. In real-time rendering, the goal is to show as much information as possible as the eye can process in a 30th of a second (or one frame, in the case of 30 frame-per-second animation). The goal here is primarily speed and not photo-realism. In fact, here exploitations are made in the way the eye 'perceives' the world, and as a result the final image presented is not necessarily that of the real-world, but one close enough for the human eye to tolerate. Rendering software may simulate such visual effects as lens flares, depth of field or motion blur. These are attempts to simulate visual phenomena resulting from the optical characteristics of cameras and of the human eye. These effects can lend an element of realism to a scene, even if the effect is merely a simulated artifact of a camera. This is the basic method employed in games, interactive worlds, VRML. The rapid increase in computer processing power has allowed a progressively higher degree of realism even for real-time rendering, including techniques such as HDR rendering. Real-time rendering is often polygonal and aided by the computer's GPU.


Non real-time

Computer-generated image created by Gilles Tran using POV-Ray 3.6. The glasses, ashtray, and pitcher were modeled with Rhino and the dice with Cinema 4D.
Computer-generated image created by Gilles Tran using POV-Ray 3.6. The glasses, ashtray, and pitcher were modeled with Rhino and the dice with Cinema 4D.

Animations for non-interactive media, such as feature films and video, are rendered much more slowly. Non-real time rendering enables the leveraging of limited processing power in order to obtain higher image quality. Rendering times for individual frames may vary from a few seconds to several days for complex scenes. Rendered frames are stored on a hard disk then can be transferred to other media such as motion picture film or optical disk. These frames are then displayed sequentially at high frame rates, typically 24, 25, or 30 frames per second, to achieve the illusion of movement.

When the goal is photo-realism, techniques are employed such as ray tracing or radiosity. This is the basic method employed in digital media and artistic works. Techniques have been developed for the purpose of simulating other naturally-occurring effects, such as the interaction of light with various forms of matter. Examples of such techniques include particle systems (which can simulate rain, smoke, or fire), volumetric sampling (to simulate fog, dust and other spatial atmospheric effects), caustics (to simulate light focusing by uneven light-refracting surfaces, such as the light ripples seen on the bottom of a swimming pool), and subsurface scattering (to simulate light reflecting inside the volumes of solid objects such as human skin).

The rendering process is computationally expensive, given the complex variety of physical processes being simulated. Computer processing power has increased rapidly over the years, allowing for a progressively higher degree of realistic rendering. Film studios that produce computer-generated animations typically make use of a render farm to generate images in a timely manner. However, falling hardware costs mean that it is entirely possible to create small amounts of 3D animation on a home computer system. The output of the renderer is often used as only one small part of a completed motion-picture scene. Many layers of material may be rendered separately and integrated into the final shot using compositing software.


Reflection and shading models

Models of reflection/scattering and shading are used to describe the appearance of a surface. Although these issues may seem like problems all on their own, they are studied almost exclusively within the context of rendering. Modern 3D computer graphics rely heavily on a simplified reflection model called Phong reflection model (not to be confused with Phong shading). In refraction of light, an important concept is the refractive index. In most 3D programming implementations, the term for this value is "index of refraction," usually abbreviated "IOR." Shading can be broken down into two orthogonal issues, which are often studied independently:




yah, this will provide a greater understanding on 3D rendering.. so Brenda Dajie muz slowly read okay.. =D

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Monday, September 01, 2008



OKAYS I GOING MAD! I HAVE LESS THAN 1 WEEK TO DO FINAL YEAR 3D PROJECT AND WED IS THE DEADLINE. RENDERING TAKES MORE THEN 2 HRS!
AND I STILL GT SOMEMORE SCENES TO RENDER RAWR!!!!!!!!!

GUESS I WILL HAVE TO RENDER THROUGH THE NITE. TML IS JAVA PRACTICAL, STRESS!

Y DO ALL HAVE TO COME AT 1 GO. ZZZ NVM. WED LAST DAY! HANG ON!

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