3D Graphics, Animation, Rendering
3D computer graphics are different from 2D computer graphics in that a three-dimensional representation of geometric data is stored in the computer for the purposes of performing calculations and rendering 2D images.
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.
From : http://en.wikipedia.org/wiki/3D_graphics
Cal3D
Cal3D is a skeletal based 3D character animation library written in C++ in a way that is both platform-independent and graphics API-independent. It was originally designed to be used in a 3D client for Worldforge, but evolved into a stand-alone product which can be used in many different kinds of projects.
Cal3D's essentials can be boiled down to 2 parts: the C++ library and the exporter. The exporter is what you would use to take your characters (built in a 3D modeling package) and create the Cal3D-format files that the library knows how to load. The exporters are actually plug-ins for 3D modeling packages. This allows 3D artists to use the modeling tools that they're already comfortable with.
The C++ library is what you would actually use in your application, whether it's a game or a VR application. The library provides methods to load your exported files, build characters, run animations, and access the data necessary to render them with 3D graphics.
Primarily, Cal3D is useful for putting animated 3D characters into your interactive graphical applications.
The exporters provide a bridge for users to take their characters created in a 3D modeling package to their own applications, where they will have control over the characters' actions.
Cal3D can perform animation blending. This means that you can execute multiple animations at the same time and Cal3D will blend them together smoothly. This effect is best demonstrated in the Cally Demo, where the walking, running, and strutting animations can be blended together in any ratio to get a wide variety of movement characteristics.
Cal3D also provides an automatic level-of-detail control, which allows you to scale back the number of polygons that make up your character at runtime. This can be a good performance boost when your character is farther away and the lower detail isn't noticable to the viewer.
With a little work, you can fully manipulate the individual parts of your characters. This is useful when you want to create truly dynamic motion at runtime without the aid of predefined animations. For instance, if you wanted your character's head to turn as a car goes past him, you could control the head's rotation directly to keep facing the moving car.
visit
Cal3D
Cal3D was visited : 143 times
Loading .....