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
1
200
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
Tweet
Share
More Decks by Douglass Turner
See All by Douglass Turner
How To Think About Augmented Reality
douglassturner
0
41
Intro to 3D Graphics - WIG Boston - 2017
douglassturner
0
64
Metal for Mortals
douglassturner
0
110
The West 16th Street Peace Mural
douglassturner
4
65
How To Think About Software
douglassturner
0
150
Camp Interactive Talk - 9 Feb 2014
douglassturner
0
41
Bronx Community Charter School Visit - 4 jun 2014
douglassturner
0
120
iOS OpenGL
douglassturner
1
96
Implementing Data Visualization Apps on iOS Devices
douglassturner
2
130
Other Decks in Technology
See All in Technology
Models vs Bounded Contexts for Domain Modularizati...
ewolff
0
200
サラリーマンソフトウェアエンジニアのキャリア
yuheinakasaka
41
19k
AI時代のアジャイルチームを目指して ー スクラムというコンフォートゾーンからの脱却 ー / Toward Agile Teams in the Age of AI
takaking22
11
6.7k
さくらのクラウドでのシークレット管理を考える/tamachi.sre#2
fujiwara3
1
180
WebDriver BiDi 2025年のふりかえり
yotahada3
1
130
2026/01/16_実体験から学ぶ 2025年の失敗と対策_Progate Bar
teba_eleven
1
190
Databricks Free Editionで始めるLakeflow SDP
taka_aki
0
120
Introduction to Sansan for Engineers / エンジニア向け会社紹介
sansan33
PRO
5
62k
技術選定、下から見るか?横から見るか?
masakiokuda
0
190
Oracle Database@Google Cloud:サービス概要のご紹介
oracle4engineer
PRO
1
920
AWSと生成AIで学ぶ!実行計画の読み解き方とSQLチューニングの実践
yakumo
2
550
わが10年の叡智をぶつけたカオスなクラウドインフラが、なくなるということ。
sogaoh
PRO
1
610
Featured
See All Featured
The browser strikes back
jonoalderson
0
310
Breaking role norms: Why Content Design is so much more than writing copy - Taylor Woolridge
uxyall
0
130
Bash Introduction
62gerente
615
210k
SEO in 2025: How to Prepare for the Future of Search
ipullrank
3
3.3k
Tips & Tricks on How to Get Your First Job In Tech
honzajavorek
0
410
Building a A Zero-Code AI SEO Workflow
portentint
PRO
0
250
Prompt Engineering for Job Search
mfonobong
0
140
RailsConf 2023
tenderlove
30
1.3k
AI Search: Implications for SEO and How to Move Forward - #ShenzhenSEOConference
aleyda
1
1.1k
エンジニアに許された特別な時間の終わり
watany
106
230k
Mobile First: as difficult as doing things right
swwweet
225
10k
Taking LLMs out of the black box: A practical guide to human-in-the-loop distillation
inesmontani
PRO
3
2k
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