Saturday, April 5, 2014

X3DOM - Day 1

X3DOM

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Goal : Multi-channel visualization based on the X3DOM

Todo :

  1. Study
  • How to apply shader for edge blending and warping?
  • How to manipulate camera projection matrix on X3DOM?
  • How to synchronize variables using js?
    2. Design
  • Web-based system
  • What will be the main difference with multi-channel visualization using Unity3D?
  • Connect-and-play?
    3. Implementation
  • TBA...
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  • How to apply shader for edge blending and warping?

- X3DOM supports GLSL,HLSL,Cg shader language

- <ComposedShader> and <ShaderPart>node is used until now

- Shader code can be separated with x3d body, which will be tested later


Toon Shading Test (done)
  • Modify a little for my own from examples HERE
Edge Blending Test (ongoing)
  • Shader of existing edge blending(for Unity3D use) is converted in GLSL for test
  • You can see the attenuation on the side parts.
  • Warping also implemented, but the result shows something wrong with the UV coord. Should be checked later.


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Additional Resources


  1. Existing multi-channel visualization environment using Unity3D



   2. Edge blending and warping shader for each channel.


  3. Links for shder-related X3DOM documents


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