Showing posts with label HA7 Task 3 - Geometric Theory. Show all posts
Showing posts with label HA7 Task 3 - Geometric Theory. Show all posts

Tuesday, 3 May 2016

HA7 Task 3 - Geometric Theory

Geometric Theory

There are many principles behind the creation of virtual 3D space. The fundamental principles are Contrast and Variety, Harmony, Rhythm, Continuity, Emphasis and Balance.

Harmony keeps the resolution in opposition which positively affects 3D environments. The principle of Continuity keeps the movement or the rhythm of the 3D space organised. Another principle is Emphasis. This means that something in the 3D space must stand out. This could be the art style, the core deign elements or the overall genre that the 3D space is based off.

The principle of Contrast and Variety helps the 3D space by keeping a constant state of change via a variety of changes such as different textures, assets and shapes. The element of Proportion endorses that the other elements should be compared to one another in regards to properties such as the extent of the emphasis in the 3D space, the quantity of assets and textures and the size of the environment, compared to the assets within.

The final fundamental principle of the creation of 3D space is Balance. Balance within a 3D space is the relationship of the environments parts in coherence with the 3D space. There are two types of balance within a 3D space. The first being symmetrical balance. This is when the visual aspects of the 3D environment or space are equal in regards to a centre point in the 3D work space. The second is Asymmetrical balance. This balance is is achieved via the visual aspects within the 3D space being dissimilar. For example, a particularly large object within the environment would be balanced by multiple smaller objects in order to maintain balance within the overall 3D space.

Another principle behind the creation of virtual 3D space is the Cartesian coordinates system. This is a system that is used to define positions, usually in VR renderings and computer displays. Cartesian coordinates entail two perpendicular axis's that cross at a central point, that is referred to as the origin.

The coordinates are determined via displacements from the origin along the east/west and north/south axis (which are referred to as X and Y usually). The Cartesian Plane also has a variant called Cartesian three-space. This is when the Cartesian Plane has third axis which is oriented at the right angles in regards to the XY Plane.


 There are many terms used within Geometric Theory. Examples of terms used include:
  • Polygons - A plane figure that is bound by a closed path or circuit. They are composed by a limited number of straight line segments that are referred to as vertices. The completed polygon is named the body which is able to be modified within 3D polygons in order to achieve any shape the user may want.
  • Meshes - These are a collection of vertices that define the overall shape of a model within 3D software. There are many different variants of mesh, the most common being polygonal. This is created by combining the vertices, faces and edges that define the overall shape of Polyhedral objects. In order to create a polygonal mesh, the faces would have consist of quadrilaterals, triangles and any other polygons defined as simple complex. Other meshes aside from Polygonal include Vertex, Winged Edge and Render Dynamic.
  • Primitives - Geometric Primitives, are the simplest objects a system can store or draw within 3D and CAD applications. Examples of Geometric Primitives include Cylinders, Spheres, Cubes, Cone's and Pyramids. 
  • Vertices - Vertices are the corners and intersections of geometric shapes. Vertices can be selected and modified which can be used in order to change the shape of a 3D model. 

Written References:
http://www.bishoplynch.org/document.doc?id=2466
http://whatis.techtarget.com/definition/Cartesian-coordinates-rectangular-coordinates
http://www.basic-mathematics.com/cartesian-coordinate-system.html
Visual References:
http://www.basic-mathematics.com/cartesian-coordinate-system.html