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Tutorial
Welcome
Welcome to the
Canoma Tutorial. These lessons are designed to introduce you to the major
features and unctions of Canoma. The main goal of the tutorial is to teach
you all the basic techniques you¡¯ll need to use Canoma to create 3D models
from 2D images.
Each lesson
builds upon skills learned in the previous lessons. At the beginning of
each section is a list of what you have learned up to that point. |
Creating
a 3D Model |
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| The
first thing you need to do is launch the Canoma application. Once it appears,
Canoma displays the Workspace in its default configuration. For these tutorials,
you may want to leave the controls in their default positions. |
Lesson1: Pinning
Corners
To create your
first 3D model:
| 1. Start
Canoma. |
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2. Download
picture: tutorial1.jpg |
| 3.
Click the Creation tab. |
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4.
Click the Box object. A red wireframe of a Box is displayed. (Do not click
any Selection Based Options.) |
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To
start pinning:
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Drag the box wireframe
close to the Ray Dream Studio 5 box.
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Click the Zoom
button on the Toolbar and click the Ray Dream Studio 5 in the picture.
Zooming in makes the next step easier. (Use the Pan tool¡ªthe hand button
on the Toolbar, if you can¡¯t see both the wireframe and the Ray Dream
Studio box.)

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Click the Select
button (the arrow) on the Toolbar, then click and drag a corner of the
wireframe to a corner of the Ray Dream Studio 5 box. A triangle appears
when the cursor is over a corner of the wireframe.This process feels like
pinning the corners of a springy wireframe to a tackboard using push-pins.
If you think you made a mistake, you can always undo (Ctrl-Z.) That's really
the main goal¡ªpin as many corners of the wireframe as you need to get
a reasonable match between the wireframe and the underlying photograph.
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Click and drag
the remaining corners of the wireframe to corners of the Ray Dream Studio
5 box, as shown in the following illustrations. Drag each corner in the
same sequence as is shown below and try to be fairly precise.
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Lesson 2:
Viewing Progress
To look at the
3D model:
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Click and drag
across the trackball controller. You¡¯ll see a shaded 3-D box with the
correct dimensions. As you drag the trackball, the camera rotates around
the box.
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Reset your viewpoint
to the one shown in the 2D photograph by clicking on the photograph's thumbnail.
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Click Edit to switch
back to Edit mode.
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Lesson 3:
Adding Textures and a Ground Plane
To add texture
to the model:
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Click the Quick
Texture button (the rabbit) on the Toolbar. This applies textures from
the photograph and automatically switches to View mode.

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To
add a ground plane: |
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Click Edit to return
to Edit mode.
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Click the Creation
tab.
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Click the Rectangle
object.
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Pin the corners
of the rectangle to the corners of the gray poster board underneath the
Ray Dream box.
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Click the Quick
Textures button to add texture to the ground plane. The result is a pretty
realistically textured 3D model on gray poster board.
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Use the trackball
to preview & rotate your model in 3D.
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Filling in the Details
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The Story
So Far
You learned
the basic principle of the Canoma program¡ªpin wireframes to photograph
elements. You also learned how to view, rotate, and apply texture to your
model.
In the following
section, you¡¯ll learn how to fill in areas that are not textured, by adding
information from additional photographs.
Lesson 1: Adding a Second
Image
Using just
a single photograph, Canoma could not create textures for the back sides
of the box or for the obscured area of the ground plane. Now that you know
how to go from wireframe mode to View mode and back, it¡¯s time to add
more textures.
You can add
images from different viewpoints to fill in the "bald spots" on any model.
Later, we¡¯ll discuss other tricks for filling in areas where you have
no additional photographic information. For this tutorial, a single additional
photograph, taken from behind the box is used to complete texturing the
model. |
To
load another photo:
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Download picture:
tutorial2.jpg
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Click the Creation
Tab.
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Click the box object.
Wait! Do
not start pinning!
A new wireframe
is now superimposed on the second photo, but the alignment is all wrong.
Your task is
to make the wireframe match this second photograph. Always look at how
the wireframe and the photo line up, then use the trackball to roughly
adjust the alignment. Only then can you start using pins.
Aligning the
wireframe first saves a lot of effort (far fewer pins are needed) and also
makes Canoma¡¯s mathematics more stable.
To align the
wireframe:
Use the trackball
to rotate the whole model about 180 degrees, so you are looking from roughly
the same viewpoint as the second photograph. Notice how the program snaps
back from Preview Mode to Edit Mode as soon as you let go of the trackball.
It only does
this during rough alignment (before any pins have been placed.)
Don¡¯t worry
about getting the model perfectly aligned. Roughly the same viewpoint is
fine. If you can see the correct face of the box, you¡¯re OK.
After you release
the trackball, the superimposed wireframe already matches the second image
much better.
To pin and
texture the second image:
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Place pins on the
corners of the rectangle and the box. Place pins first on those corners
where the fit is worst.
As you add
pins, the rest of the wireframe soon fits the photograph.
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Switch to View
mode, either by clicking the View button or by clicking the trackball.
The 3D camera
position matches the photograph quite well.
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Click the Quick
Textures button (the rabbit) on the Toolbar to generate textures based
on both photographs.
The back side
of the Ray Dream Studio 5 box, as well as the previously obscured (white)
pieces of the ground plane are now filled with texture. Your model might
have some white boundaries or visible seams. More precise pinning helps
reduce that, but there¡¯s a special texturing trick that can also improve
the texture quality. More about that later!
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Use the trackball
to verify that you have texture all around the 3D model.
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Lesson 2:
Modeling Nearby Objects
Notice that
there is a CD case behind the Ray Dream Studio 5 box. This is very typical
of real world examples. As you add photographs, you may discover objects
that were partially or fully obscured. When that happens, you can choose
to model the objects. If you don¡¯t model them, their image is flattened
onto other objects.
Look carefully
at the CD case¡¯s texture in the 3D preview. It looks like a truck drove
over it.
Your next task
is to model the CD case. To do that, you¡¯ll want to take a look at things
up close.
To model
the CD case:
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Click Edit to switch
back to Edit mode.
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Click the Zoom
button on the Toolbar, then click and drag the cursor over the area where
the CD is located. This defines a rectangular area to zoom in on.
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Create a box.
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Pin the new wireframe
to the CD case, three or four pins should be enough.
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Click the View
button and verify the existence and size of the new 3D object.
Up until now, you¡¯ve
used Quick Texture. Canoma can also create high-quality textures. Quality
Textures compensates for brightness differences between photographs that
can show up as seams. It also fills in white gaps for which there is no
available information. Quality texturing takes longer, but it looks better.
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To
use Quality Texturing:
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Select Texture
menu > Quality Resolution and choose a 1:1 resolution setting from the
popup list.
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Click the Quality
Texture button (the turtle) on the Toolbar.
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After textures
are generated, they look better (although it does takes longer to generate
them.)
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Lesson 3:
Adding a Close-up Image
You could stop
there, but what if you need better textures for the front of the Ray Dream
Studio 5 box? You might want to animate walk-through, and for that you'd
want more detail. To add that detail, you'll add yet another image. The
image you'll add does not show any new information, but it does show the
front of the box in more detail.
You can imagine
doing something similar with architectural photographs:
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first create a
model using an aerial photograph
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then add detail
with close-ups shots taken at ground level.
To add and pin
the third image:
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Download picture:
tutorial2b.jpg
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Roughly align using
the Trackball.
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Click the Ray Dream
Studio box to select it and pin the visible corners.
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Click the gray
ground plane to select it, but don't start pinning.
Close-up views
often have the same problem. You just can't see the entire photo element
you previously modeled. In this third photograph, none of the gray ground
plane's corners are visible.
You can use
a second (of three) Canoma tools to position the wireframe for the ground
lane. These tools are called beads.
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To
position a wireframe using beads:
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Move the cursor
over any edge (rather than a corner) of the wireframe. A little disk appears.
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Click on the edge
of the wireframe to create a bead and drag it to the edge of the gray ground
plane.
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Now switch to View
mode.
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Click the Quality
Textures button, and select a 1:1 resolution.
This time Canoma
is going to work for a while. Once textures are complete, you can zoom
in on the result. The texture on the front of the box is noticeably improved. |
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Lesson 4:
Editing Textures
Why stop now?
You can edit the texture on the Ray Dream Studio box, using a 2D pixel
editing tool, such as Painter or Photoshop. You can edit the image in 2D
("head on" view), then Canoma automatically displays the results of your
edits,
in proper perspective. |
To
edit textures:
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If necessary, click
the View button to switch to 3D Preview mode.
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Click the Texture
Brush in the Toolbar.
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Click the face
of the Ray Dream box. Canoma opens a 2D editing program.
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Make a change to
the image¡ªchange the color, add some text, or retouch something. You can
change the resolution, but don¡¯t change the aspect ratio.
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Save your work.
Save a flattened image file, to the same filename as the original. If the
original was a JPG file and you added text or other layers, be sure to
flatten the image before saving.
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Click back inside
the Canoma¡¯s program window.
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The
edited texture is displayed in proper 3D perspective.(You can edit the
texture with your favorite image editing tool)
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