Upgrade to Pro
— share decks privately, control downloads, hide ads and more …
Speaker Deck
Features
Speaker Deck
PRO
Sign in
Sign up for free
Search
Search
Introduction to 3D Graphics - BostonVR VR/AR Ha...
Search
Douglass Turner
March 11, 2017
Technology
210
1
Share
Embed
Copy iframe code
Copy JS code
Copy link
Start on current slide
Introduction to 3D Graphics - BostonVR VR/AR Hack Day
Introduction to 3D Graphics
Presented at BostonVR VR/AR Hack Day
March 11 2017
Douglass Turner
March 11, 2017
More Decks by Douglass Turner
See All by Douglass Turner
How To Think About Augmented Reality
douglassturner
0
49
Intro to 3D Graphics - WIG Boston - 2017
douglassturner
0
70
Metal for Mortals
douglassturner
0
110
The West 16th Street Peace Mural
douglassturner
4
73
How To Think About Software
douglassturner
0
160
Camp Interactive Talk - 9 Feb 2014
douglassturner
0
45
Bronx Community Charter School Visit - 4 jun 2014
douglassturner
0
130
iOS OpenGL
douglassturner
1
100
Implementing Data Visualization Apps on iOS Devices
douglassturner
2
140
Other Decks in Technology
See All in Technology
Oracle AI Database@Google Cloud:サービス概要のご紹介
oracle4engineer
PRO
6
1.5k
2026TECHFRESH畢業分享會 - Lightning Talk - 打造精準高效的 MCP 設計模式與測試實務
line_developers_tw
PRO
0
1.1k
AmazonRoute 53ではじめてのドメイン取得!HTTPS化までの道のりを整理してみた
usanchuu
3
140
日本 Fintech 未来予測レポート 2027〜2028年(オリジナル版)
8maki
0
2.2k
AIはどのように 組織のアジリティを変えるのか?
junki
4
940
失敗を資産に変えるClaude Code
shinyasaita
0
680
【NRUG vol.18】KubernetesにおけるNew Relicデータ取得量削減の考え方
nrug_member
0
140
Claude Codeをどのように キャッチアップしているか
oikon48
13
8.2k
攻撃者視点で考えるDetection Engineering
cryptopeg
3
1.9k
新しいVibe Codingと”自走”について
watany
6
330
2026 TECHFRESH 畢業分享會 - AI-Native 重塑軟體工程與虛擬講師
line_developers_tw
PRO
0
1.1k
SONiCの統計情報を取得したい
sonic
0
180
Featured
See All Featured
Odyssey Design
rkendrick25
PRO
2
700
The agentic SEO stack - context over prompts
schlessera
0
820
Faster Mobile Websites
deanohume
310
31k
Git: the NoSQL Database
bkeepers
PRO
432
67k
We Are The Robots
honzajavorek
0
250
How to build a perfect <img>
jonoalderson
1
5.7k
The Myth of the Modular Monolith - Day 2 Keynote - Rails World 2024
eileencodes
28
3.5k
SEO Brein meetup: CTRL+C is not how to scale international SEO
lindahogenes
1
2.7k
The #1 spot is gone: here's how to win anyway
tamaranovitovic
2
1.1k
Paper Plane (Part 1)
katiecoart
PRO
0
9k
Are puppies a ranking factor?
jonoalderson
1
3.6k
State of Search Keynote: SEO is Dead Long Live SEO
ryanjones
0
200
Transcript
INTRO TO 3D GRAPHICS Douglass Turner
[email protected]
@dugla 781 775
3708 DOUGLASS TURNER ELASTICIMAGE SOFTWARE email:
[email protected]
twitter: @dugla
Aim the camera
Elastic Image Software LLC Copyright Steve Jubinville Select and pose
the model
Elastic Image Software LLC Design Appearance. Light Scene. Copyright ©
2006 Holger Schömann 4
Render
Let’s unpack these activities …
Camera. Lights. Models. They all rely on various flavors of
transformation matrices for position, orientation, and scale.
Transform Transformation Matrix Coordinate Frame Reference Frame Eye Space Model
Space World Space Different words for the same thing
They are the fundamental state of your objects I think
of them as their DNA
Every object in Unity exists in a hierarchy. Think tree-branch.
Think parent-child, or sibling relationship.
Matrices are the basis of this hierarchical relationship.
Matrix Demo: Parent Child - Unity
Unity uses quaternions for rotation. They are easier to specify
and control then rotation via matrices.
Quaternion demo: HelloLight - iPhone For an implementation of quaternions
in Swift for iOS see the EIArcball class in my HelloMetal repository on Github: https://github.com/turner/HelloMetal
Models
Model demo: Bust - Blender model download: http://bit.ly/2mbLDZj
Hang on! Where did those surfaces come from …? Rendering.
3D shapes are defined by vertices. Each is a point
in 3-space.
We attach a set of attributes to each vertex. •
position: x, y, z • surface normal: nx, ny, nz, • texture coordinate: u, v
u,v define a coordinate system on the surface of an
object for attaching a texture u v
QUAD
Elastic Image Software LLC 22 SPHERE
Elastic Image Software LLC 23 TORUS
Something more interesting
UV Demo: Bust - Blender
Texture Mapping Demo: Low Poly Bust - Unity
surface normals
Normal Vector Demo: HelloLight - iPhone
Illumination Models
PrettyPixels = kd * (N.L) + ks * (R.V)^n An
illumination model describes the interaction between a object’s surface and light sources
PrettyPixels = kd * (N.L) + ks * (R.V)^n •
V - Eye vector • L - Light source vector • N - Normal vector • kd - diffuse scale factor Diffuse Illumination
PrettyPixels = kd * (N.L) + ks * (R.V)^n •
V - Eye vector • L - Light source vector • N - Normal vector • R - Refection vector • n - specular exponent • ks - specular scale factor Specular Illumination
In the real world surfaces are neither pure diffuse nor
pure specular.
Diffuse & Specular Show and Tell
Image Based Lighting (IBL) combined with High Dynamic Range (HDR)
Images allows us to eliminate “lights” entirely. Global Illumination (GI) takes things to another level.
IBL - HDR - GI Demo 1: Lego Star Wars
- Unity
IBL - HDR - GI Demo 2: Low Poly Bust
- Unity
All of what we have talked about up to this
point is preamble to where the real action happens, the … GPU
Elastic Image Software LLC Think of the GPU as a
dragster
Elastic Image Software LLC It does one thing insanely well
The GPU is a SIMD computing beast
SnapChat and Instagram are GPU apps
The GPU takes the triangles and textures and rasterizes then
for display. We control the GPU with small programs called shaders written in GLSL or Metal (iOS).
A shader defines the look of an object Shaders come
in pairs • vertex shader • fragment shader
vertexShader fragmentShader vertexShader vertexShader
void main() { vec4 raw = texture2D(hero, v_st); vec3 inverted
= 1.0 - raw.rgb; gl_FragColor = vec4(inverted, 1.0); } fragmentShader code
GPU - GLSL Demo 1: FotoCollection - iPad
Doug’s Brain
The shader concept was introduced by Pixar in the form
of RenderMan. It is a powerful idea that has unleashed all the visual f/x we take for granted in games and effects-heavy movies.
I wrote a 3D rendering system with an interpreted object-based
language where shaders are first class citizens
Doug’s Shading Language The language implements objects, variables and expressions
Doug’s Shading Language + + = shiny = ambient +
diffuse + specular
So how far can you take this shader idea?
DSL Demo: Swirl - Photoshop
DSL Demo: High Noon - Video
DSL Demo: Lance Williams Bust Gallery
None
360 Video Demo: Presence and Natural Phenomena
Thank You! Douglass Turner ElasticImage Software twitter: @dugla email:
[email protected]
Douglass Turner
[email protected]
@dugla 781 775 3708