Senin, 24 Oktober 2011

CityEngine uses a procedural modeling approach which means it automatically generates models through a predefined rule set. The rules are defined through a CGA shape grammar system enabling the creation of complex parametric models. A user can change or add the shape grammar as much as needed providing room for new design possibilities.
Modeling an urban environment within CityEngine usually starts out with creating a street network either with the street drawing tool or via maps imported from openstreetmap.org. Next step is to subdivide all the lots as many times as specified resulting in a urban map of lots and streets (see the New York 2259 example). Now by selecting all or some of the lots CityEngine can be instructed to start generating the buildings. Due to the underlying procedural modeling technology all buildings can be made to vary from one another to achieve a urban aesthetic. At this point the city model can be re-designed and adjusted by changing parameters or the shape grammar itself.

CityEngine is a standalone software that provides professional users in entertainment, architecture, urban planning, GIS and general 3D content production with a unique conceptual design and modeling solution for the efficient creation of 3D cities and buildings. The key highlights of CityEngine include:

GIS/CAD Data Support: Support for industry-standard formats (ESRI Shapefile or DXF) which allow to import/export any geo-spatial/vector data.
OpenStreetMap Import: Use data from OpenStreetMap to copy real cities.
Dynamic City Layouts: Interactively design, edit and modify urban layouts consisting of (curved) streets, blocks and parcels.
Street Networks Patterns: Unique street grow tools to quickly design and construct urban layouts.
Rule-based Modeling Core: Procedural modeling based on CGA rules allows to control mass, geometry assets, proportions, or texturing of buildings or streets on a city-wide scale.
Facade Wizard: Quickly create rules out of an image or a textured mass model with this simple and easy-to-use visual facade authoring tool.
Parametric Modeling Interface: A convenient interface to interactively control specific street or building parameters such as the height or age (defined by the CGA rules)
Map-Controlled City Modeling: Any parameter of the buildings and streets can be controlled globally via image maps (for example the building heights or the landuse-mix).
Industry-Standard 3D Formats: CityEngine supports Collada, Autodesk® FBX®, 3DS, Wavefront OBJ, RenderMan® RIB, mental ray® MI and e-on software's Vue, which allow for flawless 3D data exchange.
Reporting (BIM for Cities): Customized rule-based reports can be generated to analyze the urban design e.g. automatically calculate quantities such as GFA, FAR, etc.
Python: Streamline repetitive or pipeline-specific tasks with the integrated Python scripting interface.
Training Materials & Provided Examples: Several learning videos and tutorials demonstrate you the basics and key concepts of CityEngine. Included are demo cities of ancient, contemporary and future cities.
Available for All Platforms: Available for Windows (32/64bit), Mac OSX (64bit), and Linux (32/64bit).

CityEngine was developed at ETH Zurich by the original author Pascal Mueller, co-founder and CEO of Procedural Inc. During his PhD research at ETH Computer Vision Lab, Mueller invented a number of ground breaking techniques for the procedural modeling of 3D architectural content which make up the foundation of CityEngine today. In the 2001 Siggraph publication (Procedural Modeling of Cities - Yoav Parish and Pascal Mueller) CityEngine is presented for the first time outside of the research community. Several more research papers have featured CityEngine since then.
In 2008, the first commercial version of CityEngine was released by Swiss company Procedural Inc and is used by professionals in urban planningarchitecture,visualizationgame developmententertainmentGISarcheology and cultural heritage.
CityEngine, is a 3D modeling application specialized in the generation of three dimensional urban environments. With the procedural modeling approach, CityEngine enables the efficient creation of detailed large-scale 3D city models with merely a few clicks of the mouse instead of the time exhaustive & work intensive method of object creation & manual placement. CityEngine works with architectural object placement & arrangement in the same manner that VUEmanages terrain, ecosystems & atmosphere mapping & is equally as diverse in its ability of object manipulation & environmantal conformity/harmony as its VUE counterpart. CityEngine can in fact even be used inside of the e-on software VUE program to complete the ultimate in real world CGI/3D generated scenes & effects...& at a surprisingly affordable price in comparison to many of the top/leading 3D programs on the current market.

As of 2007, these alternative rendering engines and connections are currently available as plug-ins for CINEMA 4D:

Up until Release 11.5, Cinema 4D had a modular approach to the application, with the ability to expand upon the core application with various modules. This modular approach to Cinema 4D came to an end with Release 12, though the functionality of these modules remains in the various flavors of Cinema 4D (Prime, Broadcast, Visualize, Studio) The old modules were:
  • Advanced Render (global illumination/HDRIcausticsambient occlusion and sky simulation)
  • BodyPaint 3D (direct painting on UVW meshes; now included in the core. In essence Cinema 4D Core/Prime and the BodyPaint 3D products are identical. The only difference between the two is the splash screen that is shown at startup and the default user interface.)
  • Dynamics (for simulating soft body and rigid body dynamics)
  • Hair (simulates hair, fur, grass, etc.)
  • MOCCA (character animation and cloth simulation)
  • MoGraph (Motion Graphics procedural modelling and animation toolset)
  • NET Render (to render animations over a TCP/IP network in render farms)
  • PyroCluster (simulation of smoke and fire effects)
    • With CINEMA 4D R10, the module PyroCluster became integrated in the Advanced Render module
  • Sketch & Toon (tools for cel shading, cartoons and technical drawings)
  • Thinking Particles (enhanced particle system based on nodes)
  • Expresso (is not and never has been a module, it is a core functionality)

As of Release 13, Cinema 4D comes in 4 flavors:
  • Prime (the core application)
  • Broadcast (a bundle aimed at motion graphics artists)
  • Visualize (aimed at product and architectural visualization artists)
  • Studio (the complete package)
For a full comparison of the various flavors of Cinema 4D go to the Maxon Product Comparision page

The application relies on widely used computer 3D technology which works by creating groups of "points" (known as vertices) who form surfaces when connected. The illusion of three dimensions is created by modeling objects out of multiple surfaces. Still pictures, movies and game environments (among other things) can be created with this technique.
When a scene is finished it is normally rendered. Rendering refers to the act of calculating the scene, the shading, the colors and the textures. After rendering one is able to save the project in many different file formats including high resolution image and video files (such as AVI or QuickTime). Rendering a 3D scene can take anywhere from few seconds to several days depending on the complexity of the scene and the power of the computer. Rendering a movie is especially time-consuming.
CINEMA 4D has its own programming language, C.O.F.F.E.E., to develop platform independent plug-ins. It's also available a free plug-in.
There are three different packages put out by MAXON: the core CINEMA 4D application, the XL-Bundle (including Net Render [3 lic], PyroCluster, Advanced Render, MOCCA and Thinking Particles), and the Studio-Bundle, which includes all modules. CINEMA 4D runs on Windows and Macintosh PC's - a Linux version for commercial studio use is available upon request. Initially, CINEMA 4D was developed for Amiga computers in the early nineties.
MAXON has created a way for all users to be able to 'get into' 3D with their software by pursuing this route. There are also on-line communities such as c4d cafeand CGTalk available to help the neophyt C4Der. Finally, it should be noted that MAXON bundles printed manuals (at extra charge) and tutorials/videos with its software.
CINEMA 4D is a 3D modeling, animation and rendering application developed by MAXON Computer GmbH of FriedrichsdorfGermany. It is capable of procedural and polygonal/subd modeling, animating, lighting, texturing, rendering, and common features found in 3d modelling applications.

Cheetah3D is aimed primarily at amateur artists, and so focuses on providing features for creating simple 3D scenes. Its selection of features is narrow but focused to add in its usefulness and simplicity. For example, it supports a variety of geometric primitives, including polygon meshes and Bezier curves. Its features also allow for box modeling with subdivision surfaces In addition, it has some simple animation support, including spline-based camera paths and targeted objects. It also supports skeletal deformations, morph targets, and subdivision surfaces, making its character animation effective.
The program also has advanced rendering settings, which allow for antialiasingraytraced shadows, depth of fieldHDRIambient occlusioncaustics lighting, soft shadowing and photon-mapped caustics.
The program uses many of the common 3D file formats, including 3ds, obj, sia, and FBX. Media produced by the program can also be used in Unity, which is a game development tool.
Cheetah3D 5.0 was released on 8 October 2009[4]. Added features include a node-based material system, an improved render engine, new modelling tools such as a bevel tool and a bend modifier, and Collada file format support. This version requires at least Mac OS X v10.4, but is also compatible with Mac OS X v10.5 and Mac OS X v10.6[5].
Cheetah3d is a computer graphics program for 3D modelling, animation and rendering. It is written in Cocoa for Mac OS X. The program is aimed at beginning and amateur 3D artists. It offers a number of medium- and high-end features in conjunction with a relatively simple user interface. Its simplicity [1] is what makes it stand apart from other programs. It was initially released in 2003 [2], and is available as a Universal binary for Mac OS X [3]. A single user license is $149 US. A free demo version is available, without the ability to save or export models.

The history of Carrara started in 1989 when a group of individuals founded Ray Dream, Inc. with the idea of creating graphic software for the new Mac computers with color displays. Two years later the first version of their new 3D graphics program which they named Ray Dream Studio was released.
In the years that followed Ray Dream Studio became a successful product having at one time over 200,000 users. In 1996 Ray Dream Inc. was sold to Fractal Design Corporation (developer of Painter, Poser). Fractal Design Corporation was in turn acquired by MetaTools (developer of BryceKPT) shortly thereafter. The combination of the two companies was given the new name MetaCreations. Around the same time another 3D graphics program named Infini-D was acquired from Specular International. Now owning two 3D graphics programs, MetaCreations decided to merge Ray Dream and Infini-D into one application giving it the new name Carrara.
Around the year 2000 Metacreations divested itself of most of its products including Carrara, which was sold to a new company named Eovia founded by former MetaCreations employee Antoine Clappier. Eovia developed Carrara for several versions culminating with version 5 released in 2005. Eovia also developed a new 3D modeling application named Hexagon which shipped in 2005.
In 2006 DAZ 3D (developers of DAZ Studio and a line of articulated 3D figures) acquired Eovia along with Carrara and Hexagon. Several programmers formerly employed by Eovia now work for DAZ and continue development on Carrara.
May 2010 DAZ 3D launched the current version of Carrara 8.0 to the public. DAZ 3D works in an "Open Development" environment, releasing early and turning to the users for input and feature input. The last 2 releases of Carrara have been done using this development cycle.
Carrara is a general purpose 3D figure posing, modeling, landscape design, rigid and soft-body dynamics, animation and rendering application. Carrara is now owned and developed by DAZ 3D. Carrara is compatible with Poser and DAZ format 3D figures and includes a selection of landscape generation tools, together with its more traditional modeling features.
The Blender Foundation announced its newest Open Movie, codenamed Project Durian[53] (in keeping with the tradition of fruits as code names). It was this time chosen to make a fantasy action epic of about twelve minutes in length,[54] starring a female teenager and a young dragon as the main characters. The film premiered online on September 30, 2010,[55] also has upcoming game that is currently in production and was officially announced on Blenderartists.org on May 12, 2010.[56][57]
Apricot is a project for production of a game based on the universe and characters of the Peach movie (Big Buck Bunny) using free software. The game is titled Yo Frankie. The project started February 1, 2008, and development was completed at the end of July 2008. A finalized product was expected at the end of August; however, the release was delayed. The game was released on December 9, 2008, under either the GNU GPL or LGPL, with all content being licensed under Creative Commons Attribution 3.0.[51]

On October 1, 2007, a new team started working on a second open project, "Peach", for the production of the short movie Big Buck Bunny. This time, however, the creative concept was totally different. Instead of the deep and mystical style of Elephants Dream, things are more "funny and furry" according to the official site.[50] The movie had its premiere on April 10, 2008.

In September 2005, some of the most notable Blender artists and developers began working on a short film using primarily free software, in an initiative known as the Orange Movie Project hosted by the Netherlands Media Art Institute (NIMk). The resulting film, Elephants Dream, premiered on March 24, 2006. In response to the success of Elephants Dream, the Blender Foundation founded the Blender Institute to do additional projects with two announced projects: Big Buck Bunny, also known as "Project Peach" (a 'furry and funny' short open animated film project) and Yo Frankie, also known as Project Apricot (an open game in collaboration with CrystalSpace which reused some of the assets created during Project Peach).

Blender started out as an inhouse tool for a Dutch commercial animation company, NeoGeo.[37] Blender has been used for television commercials in several parts of the world including Australia,[38] Iceland,[39] Brazil,[40][41] Russia [42] and Sweden.[43]
The first large professional project that used Blender was Spider-Man 2, where it was primarily used to create animatics and pre-visualizations for the storyboard department.
"As an animatic artist working in the storyboard department of Spider-Man 2, I used Blender's 3D modeling and character animation tools to enhance the storyboards, re-creating sets and props, and putting into motion action and camera moves in 3D space to help make Sam Raimi's vision as clear to other departments as possible."[44] - Anthony Zierhut,[45] Animatic Artist, Los Angeles.
The French-language film Friday or Another Day (Vendredi ou un autre jour) was the first 35 mm feature film to use Blender for all the special effects, made on GNU/Linux workstations.[46] It won a prize at the Locarno International Film Festival. The special effects were by Digital Graphics[47] of Belgium.
Blender has also been used for shows on the History Channel, alongside many other professional 3D graphics programs.[48]
Tomm Moore’s The Secret of Kells, which was partly produced in Blender by the Belgian studio Digital Graphics, has been nominated for an Oscar in the category ‘Best Animated Feature Film’.[49]

In the month following the release of Blender v2.44, it was downloaded 800,000 times;[34] this worldwide user base forms the core of the support mechanisms for the program. Most users learn Blender through community tutorials and discussion forums on the internet such as Blender Artists[35] ; however, another learning method is to download and inspect ready-made Blender models.
Numerous other sites, for example BlenderArt Magazine[36]—a free, downloadable magazine with each issue handling a particular area in 3D development—and BlenderNation, provide information on everything surrounding Blender, showcase new techniques and features, and provide tutorials and other guides.

Since the opening of the source, Blender has experienced significant refactoring of the initial codebase and major additions to its feature set.
Recent improvements include an animation system refresh;[23] a stack-based modifier system;[24] an updated particle system[25] (which can also be used to simulate hair and fur); fluid dynamics; soft-body dynamics; GLSL shaders support[26] in the game engine; advanced UV unwrapping;[27] a fully recoded render pipeline, allowing separate render passes and "render to texture"; node-based material editing and compositing; Projection painting.[28]
Part of these developments were fostered by Google's Summer of Code program, in which the Blender Foundation has participated since 2005.
The current release version is 2.60.
The current stable version, 2.60 was released on October 19, 2011.[29] New features include:
  • New user interface
  • New animation system, which allows almost any value to be animated
  • Re-written, Python 3.x scripting API[30]
  • Smoke simulation
  • Ocean simulation[31]
  • Updated toolset, with improved implementation
  • Approximate indirect lighting
  • Volume rendering
  • Ray tracing optimizations, rendering some scenes "up to 10x faster"
  • Solidify modifier
  • Sculpt brush and stroke upgrade
  • Add-on system
  • Custom keyboard shortcuts
  • Spline IK
  • Color management
  • Fluid particles (smoothed-particle hydrodynamics)
  • Network render
  • Deep shadow maps[32]
  • Dynamic paint system[33]
  • 3D audio and video
  • Game engine navigation meshes
  • Motion capture tools
  • Collada integration

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Blender is a dominant open source product[16] with a range of features comparable to mid- to high-range commercial, proprietary software.[16][17] In 2010, CGenie classed Blender as a fledgling product with the majority of its users being "hobbyists" rather than students or professionals[18] but with its high standards rising year on year.[16] They also reported that users thought Blender needed more development and required more compatibility with other programs.[16]
A 2007 article[17] claimed that Blender's interface was not up to industry standards, but was nevertheless suited to fast workflow and was sometimes more intuitive. Poor documentation was also criticized[17]although there is community support through an online wiki,[19] and a range of books published both by the Blender Foundation and independently.[20]
In 2011, Blender 2.5 was released. Featuring a completely redesigned user interface, it aims to improve work flow and ease of use.[21] During beta-testing, Blender 2.5's animation system was considered by theSintel animators to be as good or better than some professional packages.[22]
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