OpenGL Modelview Matrix and 3D Transformations [Shaders Monthly #3]

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GSN Composer

GSN Composer

Күн бұрын

In Episode #3 of Shaders Monthly, we introduce the OpenGL modelview matrix, which allows you to perform 3D transformations, such as translation, scaling, or rotation. We look into the mathematical theory of these transformations and implement the corresponding shaders in GLSL.
The implementation is based on the following example from episode #2:
www.gsn-lib.org/index.html#pr...
Here are the links to the resulting shader code:
GSN Composer: www.gsn-lib.org/index.html#pr...
C++: www.mathematik.uni-marburg.de...
Java: www.mathematik.uni-marburg.de...
00:00 Introduction
00:24 OpenGL Pipeline
02:16 Shader Implementation
05:45 Translation
10:11 Scaling
11:28 Rotation
14:09 3D Transformations in Projective Space
15:24 Transformation of the Camera
18:43 gluLookAt
23:50 Transformation of the Surface Normal
Music: Left U Into - Otis McDonald (KZbin Audio Library)

Пікірлер: 6
@unveil7762
@unveil7762 7 ай бұрын
Thanks, all this is pure gold!
@azbukaChisel
@azbukaChisel 5 ай бұрын
Best of the best, thank you teacher!
@celsofujimoto
@celsofujimoto 2 жыл бұрын
Is it possible to generate a iFrame Embed with content made in GSN Composer?
@gsn-composer
@gsn-composer 2 жыл бұрын
Yes, there are two options: 1. Make a project public Go to Project -> Make Public Then you can put the exported full-screen version into an . For example, the public example from this video would be: Here is a jsfiddle: jsfiddle.net/d70exa1q/ 2. You can export the project as a website: Go to Project -> Export as Website This generates HTML code that you can put into any website, which gives you more options than using the . For example, you can change public parameters, start and stop the graph, change the background with CSS, etc.
@afendin
@afendin Жыл бұрын
This is kind of tool I was looking for several months, except I cannot understand why changing X values in Rigid and Lookat matrix changes Z?
@gsn-composer
@gsn-composer Жыл бұрын
In the example graph, the camera is positioned and oriented with the "LookAt" node. The camera's location is set with the "eye" coordinates which are set to (5, 0, 0). The camera is looking at the center/reference coordinates, which are set to (0, 0, 0). Consequently, the camera is looking in the negative x-direction. Does this answer your question?
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