Math Flash Cards 3rd Grade Math Word Problems Basicmathlearn

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							Basic Math Learn Basic Learn Basic Math Learn

Math Flash Cards 3rd Grade Math Word
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cosearchpsearchter varies, so Real-time 3D in Flash may require a lot of testing on different
hardware to make it right.

3D models
By drawing a lot of triangles in 3D space and placing them next to each other, you can construct
pretty much any kind of model. The resulting model is usually referred to as a Mesh or a
wireframe. Drawing a curved surface is impossible with triangles, but by adding many triangles,
a seemingly pointed surface will appear round.

movie: SphereTri.as

Click the plus and minus buttons to increase/decrease the triangle density of the Sphere above.
The more you increase the resolution the Sphere, the less you can see that it's based on triangles.
You'll also notice that as you add triangles, the animation slows down. The more triangles there
is to render, the slower your animation will run.

This Sphere is one of the many Primitives you usually find in 3D engines. Other common
primitives are Planes, Boxes, Cylinders and Cones. The primitives can take you far and you can
also create your 3D models from scratch by drawing triangles. However, it's much easier to use a
specialized software for creating models.

3D Modeling software
3D is a big industry and various programs suit different tasks. There's Swift3D, Blender, Strata,
Maya, 3DS Max, Lightwave 3D, Softimage, Electric Image, Cinema4D, FormZ, Rhino,
SketchUp and many more. These all vary immensely in terms of capabilities and price. Some are
used to create simple effects and other are used in Hollywood.

Personally, I've used 3DS Max (expensive) and SketchUp (free), but I know that many in the
Flash community use the Open Source tool Blender. The price point is hard to beat (free) and
Blender exports to a variety of formats that works with Actionscript based 3D engines (thanks to
Dennis Ippel). No matter what tool you choose, expect to spend some time to learn the tool.
Creating 3D models can be a tedious task and the various software packages can be complex.
Use tutorials you find online or get a good book to ease the process. As you get proficient at
modeling, keep in mind what you just learned about the complexity of models as well.
Something that looks good in the modeling software may easily be too complex to display in
Real-time using Flash.

Views and Cameras
3D on a screen really isn't 3D at all. Real 3D requires that your two eyes see different things and
that just isn't possible without specialized hardware. To solve this, we have to "translate" the 3D
space into 2D. We do this by using a virtual camera connected to a View. The view is a rectangle
that we make a projection of the 3D space onto. By setting the width and height of the view, you
decide the aspect of the resulting image. Classic television has an aspect ratio of 4:3
(width:height). New High Definition TVs use the 16:9 aspect ratio.

How the 3D model is drawn is decided by the properties of the Camera. Experiment with the
example below.

movie: Camera.as

In this example, the camera position is fixed but you can vary the Zoom by moving up/down and
the Focus width (often referred to as Field Of View or FOV) by moving sideways. Just as on an
ordinary camera lens, a lower Focus value will see a wider area and a lower will see a more
narrow area as illustrated in the "As seen from above" box. This sample is not 100% technically
correct, but you should get the general idea. By moving the mouse cursor to the upper left corner,
you'll get the "hyperdrive"-effect as seen in movies like Star Wars. If you move to the upper right
corner, the 3D model will appear more "flat". Move down and you'll zoom in on the big red
sphere.

The process of converting a virtual 3D scene to 2D is called 3D Projection. You view the
triangles through a virtual Camera and project the onto a plane. The two main kinds of projection
for 3D graphics called Perspective Projection and Orthographic Projection. Briefly said, the first
considers the camera "optics" and the other does not. How the triangles position are translated
are decided by the settings of the camera.




This is done using Matrix math and it's beyond the scope of this tutorial. If you know your math
and want to learn more, click here. The average Flash user does not need to know anything about
this unless you want to create your own 3D engine.

Textures
A wireframe model is kind of informative, but add a texture to the surface of the model and
you'll get something that looks much more real. The process of adding textures is fairly complex
since every triangle will need to show a small part of a larger image. Every one of these triangles
may have rotation along the X, Y or Z axis so the texture must be skewed to compensate for this
perspective.

If there is too few triangles, you will see distortions in the texture. By refining the underlying
geometry by adding more triangles, we can make the texture look much better. Click the buttons
to test this yourself.

movie: Textures.as

The textures are applied to the triangles according to a set of rules referred to as UV coordinates.
These coordinates tell what part of the image goes on what triangle. Since the UV coordinates
just point to various parts of a bitmap, you can easily skin an entire airplane with just one bitmap.




Different parts of the image are mapped onto the wings, body, wheels, interior and all other parts
of the plane. The standard primitives contain UV coordinate presets. To create the UV
coordinates for a complex model like an airplane, you would use a 3D modeling software.

There are several kinds of textures you can map onto the 3D model:

      color mapping - single or multi colored surfaces
      bitmap mapping - wraps a bitmap around your model
      bump mapping - like bitmap maps, but uses an extra greyscale image to add "bumps" in
       the texture surface. Can greatly enhance a model without making the geometry more
       complex. (example)
      environment mapping - like bitmap maps, but creates a "reflection" based on another
       bitmap that changes depending on object rotation (example)
      normal mapping - smoothes the surface of the model making it appear to be much higher
       resolution. can be used to create bump map effects. (example)

The current 3D engines have differing capabilities in this area, so you'll need to do some research
if you have special needs. Briefly said, Papervision3D supports color, bitmap, bump,
environment and Away3D supports color, bitmap, environment, normal.

Remember that using the right texture will make your model stand out. There's a lot of high
quality textures on the web, and you can get really far if you are willing to search around.
However, if you have a budget there's much more available from commercial vendors. These are
typically of better quality and higher resolution than what you can find online and by buying
commercially, you'll also get a license for the use. This can save you from headaches later.
Image from our Heaven and Earth tutorial based on freely available textures

Light and shadow
For realism, nothing beats light and shadows. We are so used to this in the real world that we
instantly notice if it's missing. It is common to have different kinds of lights like omni lights,
directional lights and ambient lights. None of the current 3D engines in Flash offer very solid
support for lighting and shadows and the reason is simple - this requires a lot of processing.
Small demos have been done with the various engines, but these are more or less experiments.

Flash Player 10 and it's new Pixel Bender shader engine is what could bring about light and
shadow to Flash, but for now these features are more or less novelty.

Shaders
While a plain textures sphere looks good and obviously can be used for a lot of purposes, it looks
kind of flat. Shaders are what adds depth and richness to a 3D model. There are many kinds of
shaders: Flat, Goraud, Phong, Bump, Cel/Cartoon and more. These add shadow, detail,
highlights, reflections and refraction to the basic texture of a model. To see how lights combine
with shaders affect 3D objects in Away3D, check this fine example by Ralph Brooker.

Ralph Hauwert, one of the Papervision3D contributors has done some experimental work on
shaders that might make it into a future release. For now, most of the shaders available for use
with Flash are simple Phong shaders. Expect that to change as Flash Player 10's 3D and Pixel
Bender features are implemented.

Rendering
Rendering is the process of combining all of the above and outputting the projected image. We
usually divide 3D into two kinds: Real-time and Pre Rendered. For use in Flash, Real-time is
usually what we are after though Pre Rendered is fully possible. The current breed of 3D engines
are all Real-time.

Most 3D software offers different kinds of renderers. Some offer advanced rendering of glass
and refraction of light, but that's not possible in Real-time. In Real-time rendering, everything is
about tradeoffs and tricks to make the playback smoother.A common trick is to not render the
triangles that are not visible to the virtual camera. This process is called Culling. Another trick is
that you may not need everything to be technically perfect at all times, so you can "cheat" by not
sorting every triangle perfectly.

The various engines offer different renderers targeted at different scenarios. If you need precision
and use less complex geometry, you can get some pretty good looking results. If you have
complex geometry, you'll want to build your models so you can use the fastest renderer.
Away3D offers 3 renderers: Basic (fast), Correct Z order (forces sorting of triangles) and
Intersecting Objects (automatically subdivides objects into more triangles to display correctly).
The GreatWhite branch of Papervision3D offers a Basic renderer as well as a Lazy renderer. The
Sandy 3D engine has a different approach and offers four different sort methods. Future versions
of each engine will add more renderers.

To illustrate how different renderers impacts the framerate, lets return to our Triangles example
earlier in this article. Click the "renderer" button to change rendering method.

movie: Renderers.as

As you can see from this example, the Intersection Objects renderer is quite CPU intensive. The
more objects that intersect, the lower fps. If you want to learn more about 3D rendering check
this pedia article.

Flash 3D engines
We have already mentioned some of the available 3D engines. The following is part of a list
(compiled by Carlos Pinho) showing the currently available engines:

      Papervision 3D (Open Source)
      Sandy 3D (Open Source)
      Away 3D (Open Source)
      Wire Engine 3D (Open Source)
      Electric 3D (Commercial)
      Alternativa Platform (Commercial / free for non-commercial)

Carlos list also highlights other related engines, so if you're looking for physics engines or ways
to create 3D games, check it out.

Of the ones listed, the first three are probably the most interesting and versatile. Sandy was the
first 3D engine for Flash. It was fairly slow and based on AS2. It is now being converted to AS3
and it shows great progress. There's a lot of Papervision3D tutorials wMath Flash Cards 3rd
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