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
Threedee Tales From Urban Bohemia
Search
Vicent Martí
July 07, 2013
Programming
940
3
Share
Embed
Copy iframe code
Copy JS code
Copy link
Start on current slide
Threedee Tales From Urban Bohemia
An introduction to 3D graphics on the web using WebGL.
Vicent Martí
July 07, 2013
More Decks by Vicent Martí
See All by Vicent Martí
Unicorns Die With Bullets Made of Glitter
tanoku
6
630
My Mom told me that Git doesn't scale
tanoku
28
2.2k
Intergalactic Javascript Robots from Outer Space
tanoku
273
27k
Ruby is Unlike a Banana
tanoku
97
11k
Oh, you're so random
tanoku
14
2.7k
A talk about libgit2
tanoku
11
1.8k
Other Decks in Programming
See All in Programming
Deep dive into the select statement (GopherCon UK)
jespino
0
170
AIは賢い。でも実行環境は? CLIおじさんがAI時代に伝えたいこと ~ CLIおじさんがAI時代に伝えたいこと ~
curekoshimizu
1
140
The Good Stuff, Not the Slop: Engineering High-Quality Android Apps with Modern AI Tooling
danybony
1
180
業務時間外もAIに働いてもらう話
colorful12
3
9.9k
型解析で実現する Go の言語内 DSL / Conference に Go! タイムテーブルの歩き方 for Gophers
mazrean
0
130
[PyCon KR 2026] More Variants, More Diversity for AI Accelerators
achimnol
0
130
書籍「プロフェッショナルAI駆動開発」紹介スライド
juntaromatsumoto
0
980
in-process GraphQL のすすめ #ginzajs
izumin5210
4
1.5k
高専キャリア LT 発表内容
crysta1221
6
5.5k
MySQLとPostgreSQLって何が違うの?
akagami
PRO
0
160
AIの中の人になってみる
htkym
0
160
{ Android | Kotlin } Gradle Plugin in 2026
ryunen344
1
280
Featured
See All Featured
We Analyzed 250 Million AI Search Results: Here's What I Found
joshbly
1
1.9k
Are puppies a ranking factor?
jonoalderson
2
3.9k
The Illustrated Guide to Node.js - THAT Conference 2024
reverentgeek
1
470
Designing Dashboards & Data Visualisations in Web Apps
destraynor
232
55k
Accessibility Awareness
sabderemane
1
200
How to make the Groovebox
asonas
2
2.4k
The #1 spot is gone: here's how to win anyway
tamaranovitovic
3
1.2k
Conquering PDFs: document understanding beyond plain text
inesmontani
PRO
4
3k
Rails Girls Zürich Keynote
gr2m
96
14k
Taking LLMs out of the black box: A practical guide to human-in-the-loop distillation
inesmontani
PRO
3
2.4k
<Decoding/> the Language of Devs - We Love SEO 2024
nikkihalliwell
1
320
Raft: Consensus for Rubyists
vanstee
141
7.7k
Transcript
None
3D is hard
We’re building a videogame
We’re building a videogame
None
None
None
(You are being a smartass)
None
WHAT?
WebGL is A JavaScript API to render graphics accessing directly
the GPU
WebGL is not An API for 3D graphics
WebGL is not An OpenGL Wrapper
angle angle OpenGL ES 2.0 to DirectX 9 translation
angle angle OpenGL ES 2.0 to DirectX 9 translation
WHERE?
None
DIV
CANVAS DIV
WebGL context CANVAS “webgl” .getContext(“webgl”) WebGL context the
WebGL context WebGL context(s) a b a.getContext(“webg b.getContext(“webg
WHEN?
DRAW DRAW DRAW DRAW DRAW DRAW DRAW DRAW Not when
you want to
When the browser tells you to.
When the browser tells you to. requestAnimationFrame
BRO WHAT ABOUT DOUBLE BUFFERING
None
Tearing
Buffer A Buffer B
Buffer A Buffer B
Buffer A Buffer B
JavaScript doesn’t execute while the DOM is being rendered!
JavaScript doesn’t execute while the DOM is being rendered!
HOW?
Introducing... Jimmy the Vertex
I’m not looking forward to this...
(x, y, z)
+x +y +z RIGHT HAND REPRESENT
None
None
None
Local Space
World Space
Camera Space
Camera Space
Screen Space
xx xy xz Yx Yy Yz Zx Zy Zz {
} World Space Local Space Model Matrix
xx xy xz Yx Yy Yz Zx Zy Zz {
} Camera Space World Space View Matrix
xx xy xz Yx Yy Yz Zx Zy Zz {
} Screen Space Camera Space Projection Matrix
We could do the matrix operations in JavaScript
We could do the matrix operations in JavaScript BUT WE
DON’T
SHADER is a program that runs on the GPU. SHADER
a
(THAT WAS EASY)
N N It begins with an...
OT JAVASCRIPT N N It begins with an...
GLSL GLSL OpenGL Shader Language
precision highp float; varying vec2 t; varying vec2 pos; uniform
float time; uniform vec2 mouse; uniform int mouseLeft; uniform sampler2D tex0; void main() { float v1 = (sin(t.s+time) + 1.0) / 2.0; float v2 = (cos(t.t+time) + 1.0) / 2.0; float d = distance(mouse, pos); vec2 tt = vec2(t.s+sin(time/10.0), t.t+cos(time/10.0)); vec4 c1 = texture2D(tex0, tt) * 1.1; float avg = (c1.r+c1.g+c1.b)/3.0; float r = c1.r+v1*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float g = c1.g+v2*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float b = c1.g - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); gl_FragColor = vec4(r, g, b, 1.0); }
precision highp float; varying vec2 t; varying vec2 pos; uniform
float time; uniform vec2 mouse; uniform int mouseLeft; uniform sampler2D tex0; void main() { float v1 = (sin(t.s+time) + 1.0) / 2.0; float v2 = (cos(t.t+time) + 1.0) / 2.0; float d = distance(mouse, pos); vec2 tt = vec2(t.s+sin(time/10.0), t.t+cos(time/10.0)); vec4 c1 = texture2D(tex0, tt) * 1.1; float avg = (c1.r+c1.g+c1.b)/3.0; float r = c1.r+v1*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float g = c1.g+v2*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float b = c1.g - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); gl_FragColor = vec4(r, g, b, 1.0); } WELL THIS KINDA LOOKS LIKE JAVASCRIPT WELL THIS KINDA LOOKS LIKE JAVASCRIPT
precision highp float; varying vec2 t; varying vec2 pos; uniform
float time; uniform vec2 mouse; uniform int mouseLeft; uniform sampler2D tex0; void main() { float v1 = (sin(t.s+time) + 1.0) / 2.0; float v2 = (cos(t.t+time) + 1.0) / 2.0; float d = distance(mouse, pos); vec2 tt = vec2(t.s+sin(time/10.0), t.t+cos(time/10.0)); vec4 c1 = texture2D(tex0, tt) * 1.1; float avg = (c1.r+c1.g+c1.b)/3.0; float r = c1.r+v1*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float g = c1.g+v2*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float b = c1.g - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); gl_FragColor = vec4(r, g, b, 1.0); }
precision highp float; varying vec2 t; varying vec2 pos; uniform
float time; uniform vec2 mouse; uniform int mouseLeft; uniform sampler2D tex0; void main() { float v1 = (sin(t.s+time) + 1.0) / 2.0; float v2 = (cos(t.t+time) + 1.0) / 2.0; float d = distance(mouse, pos); vec2 tt = vec2(t.s+sin(time/10.0), t.t+cos(time/10.0)); vec4 c1 = texture2D(tex0, tt) * 1.1; float avg = (c1.r+c1.g+c1.b)/3.0; float r = c1.r+v1*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float g = c1.g+v2*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float b = c1.g - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); gl_FragColor = vec4(r, g, b, 1.0); } “
precision highp float; varying vec2 t; varying vec2 pos; uniform
float time; uniform vec2 mouse; uniform int mouseLeft; uniform sampler2D tex0; void main() { float v1 = (sin(t.s+time) + 1.0) / 2.0; float v2 = (cos(t.t+time) + 1.0) / 2.0; float d = distance(mouse, pos); vec2 tt = vec2(t.s+sin(time/10.0), t.t+cos(time/10.0)); vec4 c1 = texture2D(tex0, tt) * 1.1; float avg = (c1.r+c1.g+c1.b)/3.0; float r = c1.r+v1*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float g = c1.g+v2*pow(avg,4.0) - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); float b = c1.g - pow(d,pow(avg,2.0) +float(mouseLeft)*avg); gl_FragColor = vec4(r, g, b, 1.0); } <script id="fragment-shader" type="x-shader/x-fragment"> </script>
document.getElementById document.getElementById
GLSL GLSL GLSL compile compile compile link
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Perspective Matrix Model View Matrix
attribute vec3 aVertexPosition; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void
main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); }
attribute vec3 aVertexPosition; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void
main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); } Output
attribute vec3 aVertexPosition; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void
main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); } Output Uniforms
attribute vec3 aVertexPosition; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void
main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); } Output Uniforms Attribute
None
None
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Passing Uniforms var ptr = gl.getUniformLocation(shaderProgram, "uPMatrix") gl.uniformMatrix4fv( ptr, false, new Float32Array(vertexes));
None
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, Here come the vertices
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, Here come the vertices
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, Here come the vertices
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, Here come the vertices
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, Here come the vertices
cubeVertices = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertices); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER,
cubeVertices); gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0); 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 Passing Vertices
cubeVertices = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertices); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER,
cubeVertices); gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0); 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 Passing Vertices
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Uniforms gl_Position 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 [aVertexPosition] drawArrays*
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Uniforms gl_Position 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 [aVertexPosition] drawArrays*
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Uniforms gl_Position 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 [aVertexPosition] drawArrays*
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Uniforms gl_Position 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 [aVertexPosition] drawArrays*
xx xy xz Yx Yy Yz Zx Zy Zz {
} xx xy xz Yx Yy Yz Zx Zy Zz { } Uniforms gl_Position 0,1,0 1,0,0 0,1,1 1,0,1 1,1,1 [aVertexPosition] drawArrays*
Rasterization
None
None
Fragments
Fragment Shader varying lowp vec4 vColor; void main(void) { gl_FragColor
= vColor; }
Fragment Shader varying lowp vec4 vColor; void main(void) { gl_FragColor
= vColor; } Output
Fragment Shader varying lowp vec4 vColor; void main(void) { gl_FragColor
= vColor; } Output Variant
Variants Vertex Shader Fragment Shader
None
None
Color
Color Texture
Color Texture Lighting
Color Texture Lighting Specularity
Color Texture Lighting Specularity Normal Mapping
Color Texture Lighting Specularity Normal Mapping ...
Clear Canvas Load Perspective M atrixes Load O bject M
atrixes Render O bject
None
Three.js https://github.com/mrdoob/three.js A.K.A. use
3D is hard
3D is hard hard to understand
3D is hard hard to understand hard to learn
Hard to get right
But we need to try
None
twitter.com/vmg github.com/vmg
With demos from: http://wagerfield.github.io/flat-surface-shader/ http://lab.aerotwist.com/webgl/surface/ http://www.mrdoob.com/lab/javascript/beachballs/ http://plumegraph.org/