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Extreme3DArt.doc

Extreme 3D Art Working deck: Artists can move into a domain dominated by computer scientists and engineers by Dan Collins, Associate Professor of Art, Arizona State University The virtual space of the computer and a host of 3D applications gives artists the power to create objects, convincing avatars, animations, and interactive worlds. to please summarize what computer artists currently do. But there is a range of professional 3D input and output methods available that are still barely on the CRT of most of the 3D artist community. These new techniques can serve to broaden the palette of the “digital sculptor”—both on the front end (data capture) and the back end (output). Artists are repurposing the power of 3D capture devices and pushing the boundaries of rapid prototyping. Here’s just a sample. Using devices initially developed for reconstructive breast surgery, they are creating “skins” for gaming. Downloading United State Geographic Service “DEMS” (digital elevation models), they are creating interactive websites with unprecedented topographic detail. And using new rapid prototyping systems, they are creating tangible, full color objects that bypass the products of traditional model shops. .Welcome to the world of “extreme 3D art.” Please explain implications for artists… The artist of the 21st century is a hybridizer, a boundary pusher, a cross-disciplinary thinker. They need to be able to talk themselves into labs and studios were the really cool equipment is hidden. This means not only Transition: To reach this…, computer artists must understand and master…Three domains: Data Acquisition (input technologies); Computer Aided Design, modeling, and visualization (CAD), and Computer-Aided Manufacturing (CAM). 3D Data Capture The first domain, data capture, covers a wide array of systems, from microscopes to satellites. Virtually anything that can be mapped in 3D can be rendered as a digital model, including the following: Extremely tiny ob

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