3D graphics software

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    last frame. 3D calibration: After the 2D track is generated the matchmoving program solve the camera using these points. In Boujou 5.0 this is done by a click of the button. Figure 6: Shows the 3D marker that represents the 2D tracks Testing: The markers stays in place if the calibration is correct. A test is carry by looking through the real camera and the 3D camera created. The results generated in figure 6 is accurate but inadequate. The yellow points are the 3D tracks on current

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    of a wide variety of biological structures (i.e. cells, proteins, bacteria and viruses) (Milne et al., 2013) optical devices (i.e. X-ray crystallography and NMR, among others) have long been implicated in characterizing biomolecular structures into 3D

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    Animation, through the use of various software programs, special props, and scenery. Animation production created in modern day, such as video games, movies, computer software applications, and television shows, requires various processes. Through the use of multiple computer assisted programs, such as Autodesk Maya, animated visual effects are created more efficiently concerning more complex 3D models then from past archaic methods. Maya is an example of a software program that has been utilized with

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    Otterbox Phone Cases

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    The product that we have created is known as Cosmic, a high-end phone case that is an extension of the Otterbox Company. Our business objective is to have a phone case that meets the needs of millennials.  Otterbox phone cases offer maximum protection for phones and they also have a reasonably sized solar panel on the back that serves as an external battery for when a phone starts to run low on battery life. This idea came to be due to natural disasters and we saw the need for longer battery life

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    My original plan was to sketch out a drawing of my 18 hole golf course, create a 3d 18 hole model, and also create an 18 hole digital 3d model. However, while drawing it out, I spent much more time on it than I originally decided, forcing me to make it my big final product, as opposed to the 3d models. I completely ruled out making a 3d model in person, because first off it would be way to hard to transport if I were to work on it at home. Second, I don’t

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    to say if two photographs presented simultaneously were the same object when one image was a typical view and the other an unusual view. Although this could be explained as the patient’s inability to transform a 2D version of the atypical view into a 3D model, it could also be due to difficulty in establishing the central axis or due to some features of the object being hidden. In a later study, Humphreys and Riddoch (1984) used images where either the axis had been foreshortened through rotation or

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    Unity 3D Engine: Building Interactive Scenes Using GameObjects Unity is a powerful development tool that can be used to create interactive 3D Scenes quickly and effectively. Unity uses the rendering pipeline to display graphics and in this report I will outline the phases of the viewing/rendering pipeline and attempt to explain how transformations inside unity are calculated and displayed to the user. The viewing pipeline is the name given to the steps involved in the displaying of a 3D scene

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    Project Proposal

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    requirement For the award of the degree of B.A. (Hons.) Digital Media In 3D ANIMATION IMAGE COLLEGE OF ARTS, ANIMATION & TECHNOLOGY Affiliated to UNIVERSITY OF WALES (UK) CHENNAI – 600 004. Project Title: The Bang Outline:- I am Aakash Sharma, Currently I am in my third year of graduation in digital media through 3d Animation. In my present semester I have to work on the Final Project .In this

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    Swot Analysis Of Pixar

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    SWOT Analysis of Pixar Overview In 1974, Ed Catmull was hired to manage the Computer Graphic Lab (CGL) at the New York Institute of Technology. The CGL also hired a few other computer scientists who shared ambitions about creating the world’s first computer animated film. In 1979, Ed Catmull and his team moved to the computer division at Lucasfilm. In 1986, Steve Jobs bought the computer division from Lucasfilm, paid $5million to George Lucas for technology rights and founded an independent company

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    made entirely on a computer was unheard of. At the time, it was the most visually impressive film released. Pixar had the advantage of having very talented and focus people, and also proprietary software like RenderMan, which made all of this possible (Nieva, 2015). The film had beautiful photorealistic 3D animation, realistic shadows

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