WebGL - Real time rendered text effect + animated two-sided textured area light with alpha
Video
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This is an integration of the text effects system I'm working on https://font.skin/ with my game engine https://curva.app/ The character is drag-and-drop uploaded Daz 3D model in FBX format
Any video longer than this fails to upload!
Thanks! Finally something concrete. Once I return to this to write a POC I'll revisit your tips here.
Update 1: Added a book that seems to be quite comprehensive, and found some shaders that simulate basic holographic film exposure
Book: Introduction to Computer Holography: Creating Computer-Generated Holograms as the Ultimate 3D Image
This is something that could be the beginning of step 1 https://www.shadertoy.com/view/clyyzd based on https://www.shadertoy.com/view/DtKSDW
All updates will be a part of the original post https://programming.dev/post/15448730
I'm wondering if that type of data is abstract enough, follows similar principles and contains enough information to be used as a source to generate interference patterns.
Looking for basic, naive implementations of Computer-Generated Holography
cross-posted from: https://programming.dev/post/15448730
In order to learn programming holograms I'd like to gather some sources in this post.
The linked paper describes already optimised way of rendering holograms. I'd like to find a naive implementation of a hologram i.e. in ShaderToy using interferometric processing of stored inteference patterns like it works in a physical hologram(I guess). I also want this to be a resource to learn how laser holograms work in real life.
To create an introduction project to holographic rendering these steps will be required.
- Store a sphere or a cube interference patterns in a texture. This should be a model of our physically correct hologram. Note: If this step requires saving thousands of textures we should limit the available viewing angles(if that's what helps)
- Load the rendered patterns as a texture or an array of textures into a WebGL program
- Create a shader that will do the interferometric magic to render the sph
Looking for basic, naive implementations of Computer-Generated Holography
In order to learn programming holograms I'd like to gather some sources in this post.
The linked paper describes already optimised way of rendering holograms. I'd like to find a naive implementation of a hologram i.e. in ShaderToy using interferometric processing of stored inteference patterns like it works in a physical hologram(I guess). I also want this to be a resource to learn how laser holograms work in real life.
To create an introduction project to holographic rendering these steps will be required.
- Store a sphere or a cube interference patterns in a texture. This should be a model of our physically correct hologram. Note: If this step requires saving thousands of textures we should limit the available viewing angles(if that's what helps)
- Load the rendered patterns as a texture or an array of textures into a WebGL program
- Create a shader that will do the interferometric magic to render the sphere/cube from the hologram model
The performance of the solution is irrele
Moved to /GPU which I just created https://programming.dev/post/15355056
Here goes my first post here. Font.Skin - I'm building a GPU text effects engine with export to video, pure HTML, React, and Three.js
Video
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The video posted is part of my friend’s art exhibition last Friday. It’s avaialble at https://gallery.font.skin/ server “ARK”
The other server “Fontland” is a gallery of effects built in Font.Skin where you walk around with a girl(which is bald - my Daz 3D importer is not perfect) and discover different real-time-rendered text effects. The effects are in form of screens which are also textured rect area lights giving cool reflections.
The effects can be built using WebGL in https://font.skin/ The best way to start is to paste a simple ShaderToy shader into “Frag shader” tab and replace some variables with “textEdgeDist” and “auraEdgeDist”
Here goes my first post here. Font.Skin - I'm building a GPU text effects engine with export to video, pure HTML, React, and Three.js
Video
Click to view this content.
The video posted is part of my friend's art exhibition last Friday. It's avaialble at https://gallery.font.skin server "ARK"
The other server "Fontland" is a gallery of effects built in Font.Skin where you walk around with a girl(which is bald - my Daz 3D importer is not perfect) and discover different real-time-rendered text effects. The effects are in form of screens which are also textured rect area lights giving cool reflections.
The effects can be built using WebGL in https://font.skin The best way to start is to paste a simple ShaderToy shader into "Frag shader" tab and replace some variables with "textEdgeDist" and "auraEdgeDist"