List of common 3D test models

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This is a list of models and meshes commonly used in 3D computer graphics for testing and demonstrating rendering algorithms and visual effects. Their use is important for comparing results, similar to the way standard test images are used in image processing.

Contents

Modelled

Designed using CAD software; sorted by year of modelling.

Name and viewerRenderYear of creationPerson/organisation that did the modellingDescription of source objectModel sizeLicenseComments
Utah teapot
Utah Teapot mr maya.jpg
1975 Martin Newell at University of Utah Melitta teapot28 Bézier patches (32 with the bottom) [1] Also called the "Newell teapot". One of the first models not to be measured.
Cornell box
BMRT - Cornell box radiosity.png
1984 Cindy M. Goral, Kenneth E. Torrance, Donald P. Greenberg, Bennett Battaile at Cornell University Originally meant to be compared to real-life setup to test physicality of simulated optics5 quads, 1 light sourceScene includes multiple models and light source. Many versions exist, but only one of them is considered the standard Cornell box; the color of the left and right walls is important.
Suzanne
RenderResult.jpg
2002Willem-Paul van Overbruggen for Blender Chimpanzee head, based on an orangutan from the movie Jay and Silent Bob Strike Back 500 faces GNU GPL 2+ (inherited from Blender as a whole)Mascot for Blender [2]
Crytek Sponza 2010Frank Meinl at Crytek The colonnaded atrium of the Sponza Palace in Dubrovnik [3] 262,267 triangles
184,330 vertices [3]
Used for demonstrating global illumination techniques. [4] [5] [6] [7] The Crytek version is based on a model created by Marko Dabrović in early 2001 while he was at RNA studio, and donated to a radiosity competition held by CGTechniques.com in early 2002. [8] [9]
Spot
Spot the cow.png
2012Keenan Crane at Caltech cartoon cow2,930 vertices
5,856 triangles
Catmull-Clark control mesh, quadrangulation, triangulation, vector texture, and bitmap texture. All meshes are manifold, genus-0 embeddings.
3DBenchy
3DBenchy created using color mixing on an FDM printer.jpg
2015Creative Toolscartoon boat112,569 verts (225,154 tris) CC By ND 4.0 [10] Specifically designed for testing the accuracy and capabilities of 3D printers

Scanned

Includes photogrammetric methods; sorted by year of scanning.

Name and viewerRenderYear of creationPerson/organisation responsible for the scanDescription of source objectModel sizeLicenseComments
Stanford bunny
Mesh bunny.png
1993-94 [11] Greg Turk, Marc Levoy at Stanford University Ceramic rabbit [12] 69,451 triangles [11] Figurine of unknown authorship and licensing status, scan itself released under a two-clause BSD license.A test of range scanning physical objects. Originally .ply file.
Stanford dragon
Stanford Dragon.jpg
1996 [11] Stanford University Chinese dragon 1,132,830 triangles
Stanford Armadillo
Stanford-armadillo-test-model-rendered-in-blender-cycles.jpg
1996 [11] Venkat Krishnamurthy and Marc Levoy at Stanford University Armadillo action figure345,944 trianglesFree for scholarly writings and research, attribution required, no commercial use without prior permission [11]
Wooden Elk Toy 2000 [13] Hans-Peter Seidel at Max-Planck-Institut für Informatik Often used as an example of a non-trivial object with high genus.
Phlegmatic Dragon [14]
Phlegmatic Dragon Phlegmatic Dragon.jpg
Phlegmatic Dragon
2007Academy of Sciences of the Czech Republic, Czech Technical University in PragueEurographics 2007 conference667,214 faces (original)
480,076 faces (smoothed)
Sticker on the bottom says "GRUNCH © PANTON '88 MADE IN ENGLAND"Smoothed and nonsmoothed
David [15] [16] 2009 Stanford University Michelangelo's 5-meter statue David [15] ~1 billion polygons [17] Only available to established scholars and for non-commercial use only. [16] range data [16]
Fertility2009AIM@SHAPE Repository (scanned at Utrecht University)Small stone statue with two joined figures.241,607 vertices
483,226 triangles
Laser scan.
Nefertiti Bust of Nefertiti at the Neues Museum, Berlin.stl 2015Nora Al-Badri and Jan Nikolai NellesA stoneworked bust of the Egyptian queen Nefertiti was created in 1345 BC by Thutmose ~2 million triangles CC By SA 4.0 Surreptitiously scanned by Nora Al-Badri and Jan Nikolai Nelles, and subsequently separately by Scan the World with permission of the Neues Museum.

Notes

    See also

    Related Research Articles

    <span class="mw-page-title-main">Rendering (computer graphics)</span> Process of generating an image from a model

    Rendering or image synthesis is the process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program. The resulting image is referred to as a rendering. Multiple models can be defined in a scene file containing objects in a strictly defined language or data structure. The scene file contains geometry, viewpoint, textures, lighting, and shading information describing the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term "rendering" is analogous to the concept of an artist's impression of a scene. The term "rendering" is also used to describe the process of calculating effects in a video editing program to produce the final video output.

    <span class="mw-page-title-main">Global illumination</span> Group of rendering algorithms used in 3D computer graphics

    Global illumination (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting to 3D scenes. Such algorithms take into account not only the light that comes directly from a light source, but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene, whether reflective or not.

    <span class="mw-page-title-main">Point cloud</span> Set of data points in three-dimensional space

    A point cloud is a discrete set of data points in space. The points may represent a 3D shape or object. Each point position has its set of Cartesian coordinates. Points may contain data other than position such as RGB colors, normals, timestamps and others. Point clouds are generally produced by 3D scanners or by photogrammetry software, which measure many points on the external surfaces of objects around them. As the output of 3D scanning processes, point clouds are used for many purposes, including to create 3D computer-aided design (CAD) or geographic information systems (GIS) models for manufactured parts, for metrology and quality inspection, and for a multitude of visualizing, animating, rendering, and mass customization applications.

    <span class="mw-page-title-main">Utah teapot</span> Computer graphics 3D reference and test model

    The Utah teapot, or the Newell teapot, is one of the standard reference test models in 3D modeling and an in-joke within the computer graphics community. It is a mathematical model of an ordinary Melitta-brand teapot that appears solid with a nearly rotationally symmetrical body. Using a teapot model is considered the 3D equivalent of a "Hello, World!" program, a way to create an easy 3D scene with a somewhat complex model acting as the basic geometry for a scene with a light setup. Some programming libraries, such as the OpenGL Utility Toolkit, even have functions dedicated to drawing teapots.

    <span class="mw-page-title-main">Cornell box</span> Computer graphics 3D reference model

    The Cornell box is a test aimed at determining the accuracy of rendering software by comparing the rendered scene with an actual photograph of the same scene, and has become a commonly used 3D test model. It was created by Cindy M. Goral, Kenneth E. Torrance, Donald P. Greenberg, and Bennett Battaile at the Cornell University Program of Computer Graphics for their paper Modeling the Interaction of Light Between Diffuse Surfaces published and presented at SIGGRAPH'84.

    <span class="mw-page-title-main">Volume rendering</span> Representing a 3D-modeled object or dataset as a 2D projection

    In scientific visualization and computer graphics, volume rendering is a set of techniques used to display a 2D projection of a 3D discretely sampled data set, typically a 3D scalar field.

    <span class="mw-page-title-main">Stanford bunny</span> Computer graphics 3D reference model

    The Stanford bunny is a computer graphics 3D test model developed by Greg Turk and Marc Levoy in 1994 at Stanford University. The model consists of 69,451 triangles, with the data determined by 3D scanning a ceramic figurine of a rabbit. This figurine and others were scanned to test methods of range scanning physical objects.

    Greg Turk is an American-born researcher in the field of computer graphics and a professor at the School of Interactive Computing in the College of Computing at the Georgia Institute of Technology. His paper "Zippered polygon meshes from range images", concerning the reconstruction of surfaces from point data, brought the "Stanford bunny", a frequently used example object in computer graphics research, into the CGI lexicon. Turk actually purchased the original Stanford Bunny and performed the initial scans on it. He is also known for his work on simplification of surfaces, and on reaction–diffusion-based texture synthesis. In 2008, Turk was the technical papers chair of SIGGRAPH 2008. In 2012, Greg Turk was awarded the ACM Computer Graphics Achievement Award 2012.

    <span class="mw-page-title-main">Shader</span> Type of program in a graphical processing unit (GPU)

    In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as shading. Shaders have evolved to perform a variety of specialized functions in computer graphics special effects and video post-processing, as well as general-purpose computing on graphics processing units.

    <span class="mw-page-title-main">3D scanning</span> Scanning of an object or environment to collect data on its shape

    3D scanning is the process of analyzing a real-world object or environment to collect three dimensional data of its shape and possibly its appearance. The collected data can then be used to construct digital 3D models.

    <span class="mw-page-title-main">3D rendering</span> Process of converting 3D scenes into 2D images

    3D rendering is the 3D computer graphics process of converting 3D models into 2D images on a computer. 3D renders may include photorealistic effects or non-photorealistic styles.

    Computer graphics lighting is the collection of techniques used to simulate light in computer graphics scenes. While lighting techniques offer flexibility in the level of detail and functionality available, they also operate at different levels of computational demand and complexity. Graphics artists can choose from a variety of light sources, models, shading techniques, and effects to suit the needs of each application.

    <span class="mw-page-title-main">3D computer graphics</span> Graphics that use a three-dimensional representation of geometric data

    3D computer graphics, sometimes called CGI, 3-D-CGI or three-dimensional computer graphics, are graphics that use a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later or displayed in real time.

    <span class="mw-page-title-main">Stanford dragon</span> Computer graphics 3D test model

    The Stanford dragon is a computer graphics 3D test model created with a Cyberware 3030 Model Shop (MS) Color 3D Scanner at Stanford University. The data for the model was produced in 1996.

    <span class="mw-page-title-main">Computer graphics (computer science)</span> Sub-field of computer science

    Computer graphics is a sub-field of computer science which studies methods for digitally synthesizing and manipulating visual content. Although the term often refers to the study of three-dimensional computer graphics, it also encompasses two-dimensional graphics and image processing.

    <span class="mw-page-title-main">Computer graphics</span> Graphics created using computers

    Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research.

    <span class="mw-page-title-main">3D modeling</span> Form of computer-aided engineering

    In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of a surface of an object in three dimensions via specialized software by manipulating edges, vertices, and polygons in a simulated 3D space.

    <span class="mw-page-title-main">Sponza Palace</span> 16th century palace in Dubrovnik, Croatia

    The Sponza Palace, also called Divona, is a 16th-century palace in Dubrovnik, Croatia. Its name is derived from the Latin word "spongia", the spot where rainwater was collected.

    This is a glossary of terms relating to computer graphics.

    <span class="mw-page-title-main">GigaMesh Software Framework</span> Software framework for processing and analyzing 3D mesh data

    The GigaMesh Software Framework is a free and open-source software for display, editing and visualization of 3D-data typically acquired with structured light or structure from motion.

    References

    1. "The Utah Teapot". holmes3d.net. Retrieved 2020-10-28.
    2. Primitive instantiable by clicking AddMeshMonkey
    3. 1 2 Morgan McGuire. "McGuire Computer Graphics Archive".
    4. Jennifer O'Connor (1 July 2010). Mastering mental ray: Rendering Techniques for 3D and CAD Professionals . John Wiley & Sons. p.  175. ISBN   978-0470563854. The Sponza Palaze atrium scene has become a classic demonstration model for indirect illumination techniques in a wide variety of applications
    5. Robert McMillan (24 September 2014). "Nvidia Proves We Walked on the Moon—Not That It Needed To". Wired . It cooked up a demo using a standard graphics simulation called the Sponza Atrium, a computer-generated stroll through a renaissance-style hallway.
    6. Matt Pharr; Greg Humphreys (26 August 2010). Physically Based Rendering: From Theory to Implementation . Morgan Kaufmann. p.  493. ISBN   978-0123750792.
    7. Jaroslav Krivanek; Pascal Gautron (2009). Practical Global Illumination with Irradiance Caching . Morgan & Claypool Publishers. p.  85. ISBN   978-1598296440.
    8. Abecassis, Laurent (3 April 2001). "On The Web – RNA studio's GI architectural renderings". CGPress. Archived from the original on 4 June 2021. Retrieved 4 June 2021.
    9. "Sponza Atrium - Hatch Studios". Hatch Studios. Archived from the original on 25 February 2021. Retrieved 4 June 2021.
    10. "License - 3DBenchy.com". 7 April 2015. Retrieved 29 March 2022.
    11. 1 2 3 4 5 "The Stanford 3D Scanning Repository". Stanford University. 22 Dec 2010. Retrieved 17 July 2011.
    12. Greg Turk (2000). "The Stanford Bunny" . Retrieved 18 July 2011.
    13. Michael Goesele; Wolfgang Heidrich; Hendrik P. A. Lensch; Hans-Peter Seidel (January 2000). "Building a Photo Studio for Measurement Purposes". Computer Graphics Group, Max-Planck-Institut fur Informatik. CiteSeerx:  10.1.1.18.3510.
    14. "EG 2007 Phlegmatic Dragon". Eurographics 2007. 12 May 2011. Retrieved 23 July 2011.
    15. 1 2 Levoy, Marc (August 11, 2009). "The Digital Michelangelo Project". Stanford University . Retrieved 22 September 2014.
    16. 1 2 3 Levoy, Marc (August 19, 2014). "The Digital Michelangelo Project Archive of 3D Models". Stanford University . Retrieved 22 September 2014.
    17. Levoy, Marc (November 27, 1998). "The Stanford Large Statue Scanner". Stanford University . Retrieved 22 September 2014.
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