Sunday, January 31, 2010

Assignment Two

In reading the book sections “Building 3D Worlds - 3D Geometric Graphics I” and “Geometric Modeling”, one can see that both readings are informative in their discourse surrounding 3D computer modeling. The readings have been both reaffirmed the information I have attained through the practice of computer modeling and introduced several new elements regarding 3D modeling. These readings were comprehensive in their ability to inform the reader about the vocabulary and abilities entailed in 3D modeling. In reviewing these pieces, I was able to recognize many of the techniques including creating primitives, sweeps, revolves, boolean, scaling, components, and instances. Through my own experience with 3D modeling programs, I have become familiar with modeling by adopting a hierarchy approach to object organization. My understanding of the general categories is consistent with those discussed in “Geometric Modeling” (2004), which included wire frame, surface, and solid (p. 141).

Along with reviewing these modeling methods and modeling types, several new bits of information were gathered from these readings. New vocabulary terms, the concept of joints, the process of nature modeling and evolutionary art, and the specific representation types in geometric modeling are novel ideas to me in some ways. Though familiar with the basic methods, I was unfamiliar with several of the vocabulary terms used for basic modeling such as sweeps, which would apply to the “push/pull” and “follow me” tools in Sketchup. The information referring to joints is a method that I have not yet had the opportunity to explore. I am cognizant of the use of a “component within a component”, however, I feel this tool would deal more with animation, an area in which I would be labeled a beginner. The introduction of the techniques used to create random patterns was enlightening along with the different representation types in modeling.

In their discourse, the authors have raised various points that relate to interior architecture with referencing model production. In interior architecture model making is an essential element in the design curriculum and the practice of interior design and architecture. It is important to understand when to use a physical model and when a digital model is appropriate. The writing “Building 3D Worlds - 3D Geometric Graphics I” touches on this point in a practical way through introducing both the positive and negative aspects to both types of modeling. According to “Building 3D Worlds – 3D Geometric Graphics I”, a physical model allows for a 360 degree viewing and is tactile, however, it is time consuming and cannot not be easily manipulated (p. 213). In using a digital model, you can have the model in numerous locations at once, make changes easily, and, if the software allows, analyze data (Splater, 1999, p. 213). In our class visit to CDI, we witnessed the ability to construct both a digital and physical model from a single design file, which efficiently uses the designer’s time and resources.

With design professionals beginning to relying heavily on digital work, as opposed to hand-crafted models and drawing, this information is highly relevant and necessary to the field of interior design and architecture. Although some negative aspects of adapting to digital models are discussed in the readings such as size and scale, viewing angles, and operator understanding. The ability to see proportion and scale in a model has been something designers have been constantly challenged with. The designer takes on the responsibility of assuring proper proportion and successfully conveying that through renderings. With the ability to skew a perspective, the audience does not always get a realistic, or true to life, image of the space or site. We as designers must understand the correct degrees at which a person would view a space. Lastly, the ability to use the 3D software to the best of its ability depends on the operator and their understanding of the process. It is a great benefit that 3D digital models can be shared via the internet with design team members, but the versatility in 3D model construction often makes it difficult for several designers to work on the same model and avoid any confusion. As 3D modeling programs continue to be a staple item in Interior design and architectural practices, these challenges, just as the challenges in early design software, will be addressed and it is certain that as new software is developed more challenges will arise.
Sources:
Spalter, A. (1999). Building 3D Worlds - 3D Geometric Graphics I. In The Computer in the Visual Arts (pp. 212-253). Addison Wesley Longman Inc.

Kalay, Y. (2004). Geometric Modeling. In Modeling (pp. 141-147). The MIT Press.

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