A History In Three Dimensions

The term “computer graphics” was first coined by American graphic designer, William Fetter in 1961. Fetter, considered a pioneer in the field of computer graphics largely focused on the exploration of the fundamentals of the human form.

Today, we understand 3D graphics as referring to graphics that utilize a three-dimensional representation of mathematical data, creating an often times photorealistic image.

The process of developing mathematical depictions of an object’s three-dimensional surface, whether that object is animate or inanimate, through the use of specialized software is referred to as three-dimensional modeling.

The resulting three-dimensional models can then be viewed or displayed as a two-dimensional image through another process known as 3D rendering.

There are a myriad of applications for three-dimensional models, such as creating architectural representations, photorealistic depictions of objects, in addition to 3D people from Evermotion.

Consequently, samples of 3D models of people can be found nearly everywhere, as they have an enormous array of practical applications.

The first widely accessible commercial application of 3D people models occurred in 1998, on the Lands’ End web site.

Digital models were created for the web site to allow customers to personalize a 3D avatar of themselves to sample clothing.

Today 3D human models are present in a variety of platforms, including video games, computer games, as well as part of virtual reality settings, in virtual cinematography, as visual effects, in addition to commercial visualizations.

Moreover, 3D models may employ graphic options such as texture mapping which is often used to create photorealistic details in skin and hair. Light and shadow mapping is often used to create more realistic images of an object occupying a physical space.

3D models may also employ the use of motion capture, allowing them to be animated depending on the graphic designer’s plans for the model.

The world of 3D models continues to grow, a far cry from the humble beginnings of the 1960s.