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Goal : Multi-channel visualization based on the X3DOM
Todo :
- 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
- Existing multi-channel visualization environment using Unity3D
2. Edge blending and warping shader for each channel.
3. Links for shder-related X3DOM documents
- Programmable Shader Components
- GLSL Binding
- Attributes and Uniforms
- More examples in addition to the official X3DOM site.
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