portrait of the author, Dan
Collins
Of More Than Two Minds, 1994
Sculpture created by the
author using 3D laser digitizing and CNC milling
by Dan Collins,
Siggraph 2002 STUDIO
Chair
Associate Professor of Art, Arizona State University
OK, we all know how the virtual space of the computer gives 3D artists
godlike power to create objects,
avatars, animations, and interactive worlds.
But there are a host of
professional 3D input and output methods available that are still barely on the
CRT of most of the 3D artist community.
These techniques—some tried and true, others hot off the press—can serve
to broaden the palette of animators, 3D web designers, and digital sculptors.
A few pioneering artists
have discovered the power of 3D capture devices operating at full range of
scales—from the nano- to the planetary.
Others are pushing the boundaries of CNC milling and rapid prototyping.
A sample: Using devices initially developed
for reconstructive breast surgery, designers are creating “skins” for
gaming. Downloading U.S. Geographic
Service “DEMS” (digital elevation models), web artists are creating interactive
sites with unprecedented topographic detail.
Using new rapid prototyping systems, digital sculptors are creating
tangible, full color objects that bypass the products of traditional model
shops. Engineering their own CNC mills
they are creating massive sculptures not limited by conventional build
envelopes.
Welcome to the world of
“extreme 3D art.”
The artist of the 21st
century is, out of necessity, a boundary pusher, a cross-disciplinary thinker,
and a cultural and technical tinkerer and hybridizer. Artists need to be savvy enough to talk themselves into labs and
studios where the really cool equipment is hidden. Or, if necessary, build it themselves. While digital artists working in the 3D arena know their
software—be it a solid modeling or animation package—many are out of the loop
when it comes to bringing real-world data into their familiar virtual
worlds—or, conversely, figuring out ways to push their designs out of the box
and back into the real world.
The 21st century
artist interested in the power of the third dimension needs to develop
expertise in three domains: 3D Data Capture (input technologies); Computer
Aided Design, modeling, and visualization (CAD), and Computer-Aided
Manufacturing (CAM). While most
computer artists are adept at modeling, a primer for 3D Data Capture and
computer-aided manufacturing may prove useful.
3D Data Capture
The idea of 3D 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.
Consider the following: Extremely tiny objects—blood cells,
crystalline structures, and molecules—can be rendered as three-dimensional
models using techniques such as scanning probe or atomic force microscopy.
Objects are measured in nanometers—units a billionth of a meter long. Slightly
cruder in its resolution is the confocal microscope, which is adept at
rendering three-dimensional objects in microns—units a millionth of a meter
long. While these systems aren’t going
to be found at your nearest Fry’s, it may be worth a trip to your local
University to see what the engineers or bioscientists are doing with such
instruments. They may be able to
provide you with data sets that could be integrated into your artwork.
Surface of a CD-ROM captured
with an Atomic Force Microscope. Sample
is 15 microns across.
At slightly larger scales,
objects several millimeters across can be digitized with manual probes or
optically scanned using 3D laser scanners. Depending on the lens configuration,
resolutions as fine as 0.125 mm can be achieved. Whole body scanners—such as
has been developed by Cyberware of Monterey, California—record a million data
points spaced at latitudes 3 mm apart.
Camera based systems such as
3Q, Inc.’s are configured to digitally capture the
human form in 3-D using a non-laser technique known as digital surface
photogrammetry. This approach involves projecting a random light pattern on the
subject and capturing the surface contours and color information with precisely
synchronized digital cameras set at various angles. Since several of these systems are now located in shopping
centers around the country, Gamers can get their “skins” for the price of a
good haircut.
3Q digital
surfacephotogrammetry originally used for breast analysis
Medical diagnostic
technologies such as MRI, CT scanners, and 3D ultrasound give three-dimensional
representations of internal morphology.
A company called AmeriScan is providing state of the art CT scans in
upscale malls for a fraction of the cost of a typical hospital visit (around
$900). These technologies enable a new
kind of “figurative sculpture” that reveals both internal and external anatomy.
Low cost CT scanning by
Ameriscan
Long range scanners from
companies like Mensi and Cyra produce high resolution 3D models of larger
objects such as architectural facades, geological features, or archaeological
sites. Using lasers and optical
triangulation, these systems can acquire data up to 100 meters from the source
object at accuracies up to 0.21 mm.
Sample “point cloud” datasets can be downloaded from the internet and
translated into polygonal files using applications such as Polyworks or
RaindropGeomagic Studio.
At very large scales,
terrestrial maps or extraterrestrial planetary surface data are delivered by
satellites capable of measuring not only latitude and longitude but
altitude. Satellite data in the form of
digital elevation models is freely available from the U.S. Geological Survey.
These models consist of a sampled array of elevations for a number of ground
positions at regularly spaced intervals.
Many of the height maps derived from these systems are encoded as value
scale images (where lighter values correspond to higher altitudes). These can be translated into usable 3D
models using conventional 3D modeling packages such as Rhinoceros or 3D Studio
Max. New York media artist John Klima
has used DEMS in his notorious web-based project The Great Game, which,
during the recent events in Afghanistan, recorded troop movements in
relationship to a 3D terrain map of the region.
The Great Game by John Klima
In sum, there are countless
sources for real-world 3D data opening up unlimited possibilities for artists.
Form Realization
At the heart of the process of digital sculpture is the desire to translate
three-dimensional objects designed in the virtual space of the computer into
actual three-dimensions. Processes
ranging from Computer numerically controlled milling, or CNC (a subtractive
process), to rapid prototyping (an additive process) can be used for producing
tangible prototypes and sculptures.
Advances in the range of
materials available for prototyping permit particle sizes of as small as 40
microns (e.g. DTM’s”True Form”) which can be fused for fine feature definitions
down to .004 inches resolution. A short list of the companies that manufacture
RP devices include the following: 3D Systems pioneered the so-called
“stereolithographic” systems (SLA) in which a bath of photosensitive resin is
hardened by a laser. Stratasys specializes in a process known as Fused Deposition
Modeling which involves the extrusion and precise layup of a continuous thread
of hot thermoplastic. They have
recently introduced a sophisticated FDM machine for under $30,000. Z-Corp’s technology is built on an MIT
patent for “3D printing” which bypasses the need for support structures by
building the object in a container of starch-based powder. While it is like other “layered
manufacturing processes” in that it utilizes an .stl file format, it uses an “inkjet”
type process to harden the layers of powdered starch/cellulose. Z-Corp recently introduced both a full RGB
color machine (millions of colors) and a machine with a much larger build
envelope (20” x 24” x 16”).
In the recent “Bit Streams”
exhibition at the Whitney Museum of America Art, rapid prototyping tools were
used by artists Robert Lazzarini and Michael Rees to create stunning sculptures
generated from a combination of synthetically modeled data and 3D medical
scanning.
Artist/inventor Bill
Kreysler has been working for years developing his own CNC machines for scaling
up sculptural work. His best known
projects include several projects for pop artist Claes Oldenberg as well as the
MGM lion in Las Vegas. The lion was
first modeled in clay, then digitized using 3D laser scanning. Tool paths generated from this original
model were used to cut massive styrofoam blocks. Molds were taken from the scaled up foam model, and a bronze
version of the Lion—the second largest bronze sculpture in the world—was
eventually produced.
Conclusion
All of these new concepts and systems depend on the computer for its ability to
translate quantifiable data into visual information. Using systems that are
becoming increasingly accessible to the non-technologist by virtue of improved
graphical interfaces and hardware, artists can now move with impunity (if not
total freedom) in a domain previously dominated by computer scientists and
engineers. We are already seeing hi-res
3D scanners located in malls. Can it be
long before we see a “3D Kinkos” that will provide CNC or RP services for the
general public? Of course, then it will no longer seem so extreme.