This is just one of the many videos available at the ACM Siggraph YouTube Channel. Definitely worth a visit.
The JSON format is an easy and simple way to get 3D models uploaded into a WebGL application. Lighthouse3D provides a tool (source code and visual studio project available) that uses Assim to read standard 3D model files (OBJ, Collada, 3ds, among many others) and produces a JSON formatted file containing the vertex information (positions, normals and tex coords) as well as material description.
An example of a WebGL page where such content is used is available in here.
The Demo
This demo uses multiple shaders, loaded models in JSON format and creates its own models (the grid and axis).
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The Very Simple * Libs pages have been updated, merging the information into less pages and adding a few relevant updates. The lib is now compatible with Assimp 3.0, and a bug which appeared with recent nvidia drivers when using multiple shaders with uniform blocks has been fixed.
The sample code has been updated to reflect these changes and a Visual Studio 2012 project is included.
Selecting, a particular item in a 3D scene may prove useful for some applications. The selection can be performed by clicking on an object, requiring a way to determine over which object was the mouse placed.
This short tutorial shows how to select objects with the mouse using color coding. Source code and a VS2010 project are provided.
A code sample has been uploaded with a Visual Studio 2010 project, with source code and shaders, to illustrate the process of loading an image with the DevIL API and creating a texture in OpenGL.
The code sample for importing and displaying 3D models with Assimp, using modern OpenGL, has been updated to cover Assimp 3.0.
A Visual Studio 2010 project has also been added to help readers to get started.
A Computer Grahpics course is available at EdX, by Ravi Ramamoorthi, a Professor at UC Berkeley. By the end of the course students should understand the concepts of 3D graphics, and develop programs that create images of a 3D scene with lighting, using both real-time OpenGL and GLSL programming, as well as offline raytracing.
Syllabus:
- Overview and Basic Math
- Transformations
- OpenGL and Lighting
- Raytracing
Eric Haines (co-author of Real-Time Rendering) is lecturing an online course at Udacity – Interactive 3D Graphics. The course covers the basic principles of 3D computer graphics, including meshes, geometric transformation, camera definition, lighting and materials, and also animation.
Syllabus:
- Lesson 1: Introduction – Motivation and a trip down the graphics pipeline, laying out the fundamental processes
- Lesson 2: Points, Vectors, and Meshes – The basics of 3D geometry definition
- Lesson 3: Colors and Materials – Color representation, material computations, transparency
- Lesson 4: Transforms – Translation, scale, rotate and how to properly combine all these
- Lesson 5: Matrices – Transform representation and how to fully control these
- Lesson 6: Lights and Cameras – Directional and point light sources, and how the camera is defined
- Lesson 7: Textures and Reflections – Color and opacity textures, along with reflection and normal mapping
- Lesson 8: Shader Programming – An introduction to programming vertex and pixel shaders
- Lesson 9: Interaction and Animation – How to select and make objects move
The GLSL Core Tutorial has a new section for image texturing. Images are commonly used as wallpaper applied to 3D shapes to create a variety of effects. In this section we focus on the OpenGL and GLSL typical scenario of texture usage, and explore a few new GLSL functions, such as textureSize
, textureQueryLod
, and textureQueryLevels
.