This is just one of the many videos available at the ACM Siggraph YouTube Channel. Definitely worth a visit.
WebGL – Converting 3D models to JSON formatted files
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.
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.
- Overview and Basic Math
- OpenGL and Lighting
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.
- 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
GLSL Core Tutorial – Texturing with Images plus Querying
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