Our daily life happens in three-dimensional objects and characters. If we want to model three-dimensional scenes with a computer program, we must know how to use computer tools. Many of basic conventions used in three- dimensional modelling software are based on traditional conventions used in various discipline. Masons and architects have developed convention to measure spaces, building objects, and arranging them in structures. Workspace and scene in three-dimensional environment is like a cube. The main point of reference in three- dimensional world is called the world origin. All three-dimensional spaces have three basic dimensions: width, height, and depth.
A common method for representing three dimensions in
three-dimensional space is by using axes. The rectangular coordinate system can be used to define specific locations and accurately position the points of objects in three-dimensional space. The coordinate system devised by René Descartes referred to as Cartesian. There are many ways of representing the direction of an axis. In right-handed coordinate system, the values on the X axis become larger to the right of the origin, the values of Y axis increase as they move above the origin, and the values of Z axis grow as they close to us. In left-handed coordinate system, the values on the Z axis decrease as they get closer to us. The three axis in the rectangular coordinate system can be paired with each other in three different ways so that each pairs axes defines a plane or view. The XY axes define the front plane, the ZX axes define the top plane, and the YZ axes define the side plane. The spherical or azimuthal coordinate system is also widely used because it provide simple way for placing objects in a three-dimensional world. Any world or global coordinate system is useful for placing or moving objects in the world or in relation to each other. Each object in the world can have its own object or local coordinate system. There are a sophisticated vocabulary for describing the shape of three-dimensional objects. Precise and unequivocal descriptions of shape and their location in space is using numbers. The method of direct numerical description can be quite tedious and time-consuming. Vertex Defined by its XYZ location Edge Defined by two adjacent surface. Face Defined by the position of its bounding lines. Geometric Functions used for transformation modifying the shape of objects. Mathematical Modify the numerical operations information that describes the objects. Global Applied to the object transformation using environment's axis. Local Applied to a single transformation object. Used to move an object or group in a linear way. Control geometric transformation. Occur along one axis or several axis. Used to move an element or group around a specific center and axis. Can be global or local. Present different side of an object to the camera. Used to change the size and /the proportion of an element or a group of elements. Representation of three-dimensional environments on the computer’s monitor. Happen automatically in virtual environment. Motions that place the camera in different part of the scene. Used the spherical or azimuthally coordinate system. Using four-view windows. Spherical or azimuth coordinate system The basic characteristics of virtual camera in three-dimensional space are defined by the camera position. The motion of computer animation are based on the traditional cinematography. File formats
Bernhard Haisch, Alfonso Rueda and H.E. Puthoff - Beyond E MC 2: A First Glimpse of A Postmodern Physics, in Which Mass, Inertia and Gravity Arise From Underlying Electromagnetic Processes