I managed to create a map divided in chunks. Each one holding a mesh generated by using perlin noise and so on. The basic procedural map method, shown in multiple tutorials.
At this point i took a look at surface shader and managed to write one which fades multiple textures depending on the vertex heights.
This gives me a map which is colored smoothly.
In tutorials i watched they seem to use different methods to texture a mesh. So in this one for example a texture is generated for each mesh. This texture will hold a different color depending on the noise value.This texture is applied to the mesh and after that the mesh vertices are displaced depending on the z-value.
This results in a map with sharper borders between the colors giving the whole thing a different look. I believe there is a way to create smoother transitions between the tile-colors by fading them like i do in my shader.
My question is simply what are the pro and cons of those methods. Let's call them "shader" and "texture map". I am lost right now, not knowing in which direction to go.
Related
I have a point-cloud and a rgb texture that fit together from a depth camera. I procedurally created a mesh from a selected part of the point-cloud implementing the quickhull 3D algorithm for mesh creation.
Now, somehow I need to apply the texture that I have to that mesh. Note that there can be multiple selected parts of the point-cloud thus making multiple objects that need the texture. The texture is just a basic 720p file that should be applied to the mesh material.
Basically I have to do this: https://www.andreasjakl.com/capturing-3d-point-cloud-intel-realsense-converting-mesh-meshlab/ but inside Unity. (I'm also using a RealSense camera)
I tried with a decal shader but the result is not precise. The UV map is completely twisted from the creation process, and I'm not sure how to generate a correct one.
UV and the mesh
I only have two ideas but don't really know if they'll work/how to do them.
Try to create a correct UV and then wrap the texture around somehow
Somehow bake colors to vertices and then use vertex colors to create the desired effect.
What other things could I try?
I'm working on quite a similar problem. But in my case I just want to create a complete mesh from the point cloud. Not just a quickhull, because I don't want to lose any depth information.
I'm nearly done with the mesh algorithm (just need to do some optimizations). Quite challenging now is to match the RGB camera's texture with the depth camera sensor's point cloud, because they of course have a different viewport.
Intel RealSense provides an interesting whitepaper about this problem and as far as I know the SDK corrects these different perspectives with uv mapping and provides a red/green uv map stream for your shader.
Maybe the short report can help you out. Here's the link. I'm also very interested in what you are doing. Please keep us up to date.
Regards
Perhaps the question is not that correct, the textures should be say a kind of channel? although I know they will be mixed in the shader finally.
I know the knowledge of the various textures is very important, but also a bit hard to understand completely.
From my understanding:
diffuse - the 'real' color of an object without light involved.
light - for static objects. render light effections into texture beforehand.
specular - the area where has direct reflection.
ao - to absorb indirect light for the different area of an object.
alpha - to 'shape' the object.
emissive - self illuminance.
normal - pixel normal vector to deal with the light ray.
bump - (dont' know the exact differences between normalmap).
height - stores Z range values, to generate terrain, modify vertex etc.
And the items below should be related to PBR material which I'm not familiar with:
translucency / cavity / metalness / roughness etc...
Please correct me if some misunderstandings there.
But whatever, my question is why we need to separate these textures apart for a material but not only render them together into the diffusemap directly for a static object?
It'll be appreciated if some examples (especially for PBR) , and thank you very much.
I can beforehand bake all things into the diffuse map and apply to my
mesh, why I need to apply so many different textures?
Re-usability:
Most games re-use textures to reduce the size of the game. You can't if you combine them together. For example, when you two similar objects but you want to randomize the looks of them(aging effect), you can make them share the-same color(albedo) map but use different ao map. This becomes important when there hundreds of objects, you can use different combination of texture maps on similar objects to create unique Objects. If you have combined this into one, it would be impossible to share it with other similar objects but you to slightly make to look different.
Customize-able:
If you separate them, you'll be able to change the amount of effect each texture will apply to the Object. For example, the slider on the metallic slot for the Standard shader. There are more of this sliders on other map slots but they only appear once you plug a texture into the slot. You can't do this when you combine the textures into one.
Shader:
The standard shader can't do this so you have to learn how to write shader since you can't use one image to get the effects you would with all those texture maps with the standard shader. A custom shader is required and you need a way to read the information about the maps in the combined shader.
This seems like a reasonable place to start:
https://en.wikipedia.org/wiki/Texture_mapping
A texture map is an image applied (mapped) to the surface of a shape or polygon. This may be a bitmap image or a procedural texture. They may be stored in common image file formats, referenced by 3d model formats or material definitions, and assembled into resource bundles.
I would add to this that the shape or a polygon don't have to belong to 3d objects as one may imagine it. If you render two triangles as a rectangle, you can run all sorts of computations and store it in a "live" texture.
Texture mapping is a method for defining high frequency detail, surface texture, or color information on a computer-generated graphic or 3D model. Its application to 3D graphics was pioneered by Edwin Catmull in 1974.
What this detail represents is either some agreed upon format to represent some property, (say "roughness" within some BRDF model) which you would encounter if you are using some kind of an engine.
Or whatever you decide that detail to be, if you are writing your own engine. You can decide to store whatever you want, however you want it.
You'll notice on the link that different "mapping" techniques are mentioned, each with their own page. This is the result of some person, or people who did some research and came up with a paper detailing the technique. Other people adopt it, and that's how they find their way into engines.
There is no rule saying these can't be combined.
In my web application I only need to add static objects to my scene. It worked slow so I started searching and I found that merging geometries and merging vertices were the solution. When I implemented it, it indeed worked a lot better. All the articles said that the reason for this improvement is the decrease in number of WebGL calls. As I am not very familiar with things like OpenGL and WebGL (I use Three.js to avoid their complexity), I would like to know why exactly it reduces the WebGL calls?
Because you send one large object instead of many littles, the overhead reduces. So I understand that loading one big mesh to the scene goes faster than many small meshes.
BUT I do not understand why merging geometries also has a positive influence on the rendering calculation? I would also like to know the difference between merging geometries and merging vertices?
Thanks in advance!
three.js is a framework that helps you work with the WebGL API.
What a "mesh" is to three.js, to webgl, it's a series of low level calls that set up state and issue calls to the GPU.
Let's take a sphere for example. With three.js you would create it with a few lines:
var sphereGeometry = new THREE.SphereGeometry(10);
var sphereMaterial = new THREE.MeshBasicMaterial({color:'red'});
var sphereMesh = new THREE.Mesh( sphereGeometry, sphereMaterial);
myScene.add( sphereMesh );
You have your renderer.render() call, and poof, a sphere appears on screen.
A lot of stuff happens under the hood though.
The first line, creates the sphere "geometry" - the cpu will a bunch of math and logic describing a sphere with points and triangles. Points are vectors, three floats grouped together, triangles are a structure that groups these points by indecis (groups of integers).
Somewhere there is a loop that calculates the vectors based on trigonometry (sin, cos), and another, that weaves the resulting array of vectors into triangles (take every N , N + M , N + 2M, create a triangle etc).
Now these numbers exist in javascript land, it's just a bunch of floats and ints, grouped together in a specific way to describe shapes such as cubes, spheres and aliens.
You need a way to draw this construct on a screen - a two dimensional array of pixels.
WebGL does not actually know much about 3D. It knows how to manage memory on the gpu, how to compute things in parallel (or gives you the tools), it does know how to do mathematical operations that are crucial for 3d graphics, but the same math can be used to mine bitcoins, without even drawing anything.
In order for WebGL to draw something on screen, it first needs the data put into appropriate buffers, it needs to have the shader programs, it needs to be setup for that specific call (is there going to be blending - transparency in three.js land, depth testing, stencil testing etc), then it needs to know what it's actually drawing (so you need to provide strides, sizes of attributes etc to let it know where a 'mesh' actually is in memory), how it's drawing it (triangle strips, fans, points...) and what to draw it with - which shaders will it apply on the data you provided.
So, you need a way to 'teach' WebGL to do 3d.
I think the best way to get familiar with this concept is to look at this tutorial , re-reading if necessary, because it explains what happens pretty much on every single 3d object in perspective, ever.
To sum up the tutorial:
a perspective camera is basically two 4x4 matrices - a perspective matrix, that puts things into perspective, and a view matrix, that moves the entire world into camera space. Every camera you make, consists of these two matrices.
Every object exists in it's object space. TRS matrix, (world matrix in three.js terms) is used to transform this object into world space.
So this stuff - a concept such as "projective matrix" is what teaches webgl how to draw perspective.
Three.js abstracts this further and gives you things like "field of view" and "aspect ratio" instead of left right, top bottom.
Three.js also abstracts the transformation matrices (view matrix on the camera, and world matrices on every object) because it allows you to set "position" and "rotation" and computes the matrix based on this under the hood.
Since every mesh has to be processed by the vertex shader and the pixel shader in order to appear on the screen, every mesh needs to have all this information available.
When a draw call is being issued for a specific mesh, that mesh will have the same perspective matrix, and view matrix as any other object being rendered with the same camera. They will each have their own world matrices - numbers that move them around around your scene.
This is transformation alone, happening in the vertex shader. These results are then rasterized, and go to the pixel shader for processing.
Lets consider two materials - black plastic and red plastic. They will have the same shader, perhaps one you wrote using THREE.ShaderMaterial, or maybe one from three's library. It's the same shader, but it has one uniform value exposed - color. This allows you to have many instances of a plastic material, green, blue, pink, but it means that each of these requires a separate draw call.
Webgl will have to issue specific calls to change that uniform from red to black, and then it's ready to draw stuff using that 'material'.
So now imagine a particle system, displaying a thousand cubes each with a unique color. You have to issue a thousand draw calls to draw them all, if you treat them as separate meshes and change colors via a uniform.
If on the other hand, you assign vertex colors to each cube, you don't rely on the uniform any more, but on an attribute. Now if you merge all the cubes together, you can issue a single draw call, processing all the cubes with the same shader.
You can see why this is more efficient simply by taking a glance at webglrenderer from three.js, and all the stuff it has to do in order to translate your 3d calls to webgl. Better done once than a thousand times.
Back to those 3 lines, the sphereMaterial can take a color argument, if you look at the source, this will translate to a uniform vec3 in the shader. However, you can also achieve the same thing by rendering the vertex colors, and assigning the color you want before hand.
sphereMesh will wrap that computed geometry into an object that three's webglrenderer understands, which in turn sets up webgl accordingly.
As I understand it, the standard projection model places an imaginary grid in front of the camera, and for each triangle in the scene, determines which 3 pixels its 3 corners project onto. The color is determined for each of these points, and the fragment shader fills in the rest using interpolation.
My question is this: is it possible to gain control over this projection model? For example, create my own custom distorted uv-grid? Or even just supply my own algorithm:
xyPixelPos_for_Vector3( Vector3 v ) {...}
I'm working in Unity3D, so I think that limits me to cG or openGL.
I did once write a GLES2 shader, but I don't remember ever performing any kind of "ray hits quad" type test to resolve the pixel position of a particular 3D point in space.
I'm going to assume that you want to render 3d images based upon 3d primitives that are defined by vertices. This is not the only way to render images with OpenGL but it is the most common. The technique that you describe sounds much more like Ray-Tracing.
How OpenGL Typically Works:
I wouldn't say that OpenGL creates an imaginary grid. Instead, what it does is take the positions of each of your vertices, and converts them into a different space using linear algebra (Matrices).
If you want to start playing around with this, it would be best to do some reading on Matrices, to understand what the graphics card is doing.
You can easily start warping the positions of Vertices by making a vertex shader. However, there is some setup involved. See the Lighthouse tutorials (http://www.lighthouse3d.com/tutorials/glsl-tutorial/hello-world-in-glsl/) to get started with that! You will also want to read their tutorials on lighting (http://www.lighthouse3d.com/tutorials/glsl-tutorial/lighting/), to create a fully functioning vertex shader which includes a lighting model.
Thankfully, once the shader is set up, you can distort your entire scene to your hearts content. Just remember to do your distortions in the right 'space'. World coordinates are much different than eye coordinates!
I'm developing an image warping iOS app with OpenGL ES 2.0.
I have a good grasp on the setup, the pipeline, etc., and am now moving along to the math.
Since my experience with image warping is nil, I'm reaching out for some algorithm suggestions.
Currently, I'm setting the initial vertices at points in a grid type fashion, which equally divide the image into squares. Then, I place an additional vertex in the middle of each of those squares. When I draw the indices, each square contains four triangles in the shape of an X. See the image below:
After playing with photoshop a little, I noticed adobe uses a slightly more complicated algorithm for their puppet warp, but a much more simplified algorithm for their standard warp. What do you think is best for me to apply here / personal preference?
Secondly, when I move a vertex, I'd like to apply a weighted transformation to all the other vertices to smooth out the edges (instead of what I have below, where only the selected vertex is transformed). What sort of algorithm should I apply here?
As each vertex is processed independently by the vertex shader, it is not easy to have vertexes influence each other's positions. However, because there are not that many vertexes it should be fine to do the work on the CPU and dynamically update your vertex attributes per frame.
Since what you are looking for is for your surface to act like a rubber sheet as parts of it are pulled, how about going ahead and implementing a dynamic simulation of a rubber sheet? There are plenty of good articles on cloth simulation in full 3D such as Jeff Lander's. Your application could be a simplification of these techniques. I have previously implemented a simulation like this in 3D. I required a force attracting my generated vertexes to their original grid locations. You could have a similar force attracting vertexes to the pixels at which they are generated before the simulation is begun. This would make them spring back to their default state when left alone and would progressively reduce the influence of your dragging at more distant vertexes.