In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of any surface of an object (inanimate or living) in three dimensions via specialized software by manipulating edges, vertices, and polygons in a simulated 3D space.
Three-dimensional (3D) models represent a physical body using a collection of points in 3D space, connected by various geometric entities such as triangles, lines, curved surfaces, etc. Being a collection of data (points and other information), 3D models can be created manually, algorithmically (procedural modeling), or by scanning. Their surfaces may be further defined with texture mapping.
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The product is called a 3D model while someone who works with 3D models may be referred to as a 3D artist or a 3D modeler.
A 3D Model can also be displayed as a two-dimensional image through a process called 3D rendering or used in a computer simulation of physical phenomena.
3D Models may be created automatically or manually. The manual modeling process of preparing geometric data for 3D computer graphics is similar to plastic arts such as sculpting. The 3D model can be physically created using 3D printing devices that form 2D layers of the model with three-dimensional material, one layer at a time. Without a 3D model, a 3D print is not possible.
3D modeling software is a class of 3D computer graphics software used to produce 3D models. Individual programs of this class, such as SketchUp, are called modeling applications.
3D models are now widely used anywhere in 3D graphics and CAD but their history predates the widespread use of 3D graphics on personal computers.
In the past, many computer games used pre-rendered images of 3D models as sprites before computers could render them in real-time. The designer can then see the model in various directions and views, this can help the designer see if the object is created as intended to compared to their original vision. Seeing the design this way can help the designer or company figure out changes or improvements needed to the product.
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The Stanford bunny is a computer graphics 3D test model developed by Greg Turk and Marc Levoy in 1994 at Stanford University. The model consists of 69,451 triangles, with the data determined by 3D scanning a ceramic figurine of a rabbit. This figurine and others were scanned to test methods of range scanning physical objects. The data can be used to test various graphics algorithms, including polygonal simplification, compression, and surface smoothing.
Bryce, also often referred to colloquially as Bryce3D, is a 3D modeling, rendering and animation program specializing in fractal landscapes. The name is taken from Bryce Canyon—a rugged region with many of the same landscapes that were first simulated with the software. The original Bryce software arose from work with fractal geometry to create realistic computer images of mountain ranges and coastlines. An initial set of fractal based programs were developed by Ken Musgrave (who later created MojoWorld) a student of Benoît Mandelbrot, and extended by Eric Wenger.
The Persistence of Vision Ray Tracer, most commonly acronymed as POV-Ray, is a cross-platform ray-tracing program that generates images from a text-based scene description. It was originally based on DKBTrace, written by David Kirk Buck and Aaron A. Collins for Amiga computers. There are also influences from the earlier Polyray raytracer because of contributions from its author, Alexander Enzmann. POV-Ray is free and open-source software, with the source code available under the AGPL-3.0-or-later license.
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