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July 2007
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    As with Computer Vision, 3D Computer Graphics can be explained in a few different way - so I’ll stick to the simple, the medium and the advanced explanation. The simple explanation is that it’s what you see on the screen when playing many modern computer games or when seeing movies such as Shrek or Ice Age. These are often done with tools such as 3Ds Max or Maya by the professionals, or with free tools like Blender for the hobby artist or the learning 3D designer.

    The 3D Computer Graphics (CG for short) I’ve been using is both the professional wysiwyg tools (mostly 3Ds Max) and the programming further behind the scenes,

    OpenGL with both DirectX, OpenGL and Cg development for the GPU (translates as a CPU for graphics calculations). Going further behind the scene lets you create more advanced features and scenes with less computational power than if using the traditional tools - meaning the effect is mostly positive, but of course the cost is in time, and developing for 3D is not a simple thing.

    Leading on to the medium advanced explanation of CG, we have high school mathematics, simple physics models such as gravitation and not walking through walls and the more advanced physics when looking at how light works and how it reflects on different types of surfaces.

    As with Computer Vision, I will create a separate post for the more advanced parts of Computer Graphics, before becoming more detailed in the subject. Given time, I will also introduce simple tutorials both for programming and for software packages to create 3D scenes and objects - and suggest literature and online resources which can help in learning more.

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