Canvas 3d JS Library

WebGL made easy!
  • rss
  • What is C3DL?
  • Download
  • Tutorials
    • Tutorial #1: WebGL Browsers
    • Tutorial #2: A simple scene
    • Tutorial #3: Callback
    • Tutorial #4: Models
    • Tutorial #5: Light effects
    • Tutorial #6: Picking
    • Tutorial #7: Materials
    • Tutorial #8: Particle Systems
    • Tutorial #9: Camera Basics
    • Tutorial #10: Advanced FreeCamera
    • Tutorial #11: OrbitCamera
    • Tutorial #12: Advanced Camera Functions
  • Development News
  • Documentation
  • Community
  • Resources
  • Contact
  • About

Replacing Points

Andor Salga | 10 June, 2009 | 9:56
I filed a bug a while ago concerning rendering points while playing a DVD on OS X. On some systems everything slows down, on others the OS crashes. See Point Rendering Bug under Points and Lines Update. I compiled a list of things which can be done to address this issue.

My first option is to debug the code in the extension. In a way, this is the best route to take since I would be focusing on the real issue; finding why it’s crashing and fix it. On the other hand, debugging code I’m not familiar with would be time consuming and success isn’t guaranteed. It’s tempting to tackle the heart of the matter: find the bug, create a patch and submit. But tempting as it is, it don’t think it’s worth the risk and the best use of time.

The next few options involve workarounds. The first is rendering sphere meshes instead of points. The main drawback with rendering spheres is there are many more vertices to send down the pipeline compared to a single vertex. This means there will be a slowdown on render. Sphere meshes will require a separate shader, but with some additional lines, they can be lit with some diffuse light making them appear 3D. In ways, this can enhance the scene’s visual quality. Additionally, the function to test ray/bounding sphere has already been written, so it will easy to use it to test ray/’point’ intersections for picking.

Another workaround includes rendering points as billboards. This would only require three extra vertices to send down the pipeline, so speed wouldn’t be a concern. The code for billboarding is already been used in the particle system class, so I’ll be able to use that. The main problem relates to texture quality. Since a texture will be mapped to the polygon, as the size increases, so will the texture. If the point size is allowed to increase to a very large size, the visual quality of the texture will drop.

Since the mocap data we’re using has roughly 40 markers per actor, 40 spheres may be asking for too much. 40 billboards on the other hand may be a viable substitute. Diffuse light can be faked with a texture. In the shader, the color of the billboard can be added to the texels, similar to how the particles are rendered. Since applying textures does not slow down rendering, it’s not a problem. The texture quality issue may be dealt with limiting point size or creating a custom sort of mipmapping.
Categories
c3dl development
Comments rss
Comments rss
Trackback
Trackback

« User Interface for Motion Capture File Conversion New Mocap Demo »

Leave a comment

You can use these tags : <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>

Videos

Demos

  • Asteroids-3D
  • RTS Prototype
  • Particle Systems Demo
  • Cross-Browser Orbiter
  • Mocap Demo With Spheres
  • Google Maps-3D

C3DL Development News

A spec change that keeps coming back to haunt me

At some point, the way firefox handles keyboard events changed. I’m not sure exactly when it happened, all I know is that it broke how I was dealing with keyboard interaction on almost every demo I’ve written (for example,the mocap demo and MotionView). When I wrote the demos, the keydown event would be fired once, [...]

Release 2.2

The 2.2 Release of the Canvas 3D Library includes a number of new features, updates to old features and fixes for several bugs along with the requisite changes to meet the evolving WebGL spec. Some of the things included (in no particular order) are: Better picking code. The ability to swap textures as a scene [...]

Tutorials

  • Tutorial #1: WebGL Browsers
  • Tutorial #2: A simple scene
  • Tutorial #3: Callback
  • Tutorial #4: Models
  • Tutorial #5: Light effects
  • Tutorial #6: Picking
  • Tutorial #7: Materials
  • Tutorial #8: Particle Systems
  • Tutorial #9: Camera Basics
    • Tutorial9-YawPitchRoll
  • Tutorial #10: Advanced FreeCamera
  • Tutorial #11: OrbitCamera
  • Tutorial #12: Advanced Camera Functions

Documentation

Archives

Archives

C3DL Development News

Recent Comments

  • June 2011
  • March 2011
  • October 2010
  • July 2010
  • April 2010
  • March 2010
  • February 2010
  • January 2010
  • December 2009
  • November 2009
  • October 2009
  • September 2009
  • July 2009
  • June 2009
  • May 2009
  • April 2009
  • March 2009
  • February 2009
  • January 2009
  • December 2008
  • November 2008
  • October 2008
  • September 2008
  • August 2008
  • July 2008
  • June 2008
  • May 2008
  • April 2008
  • March 2008
  • February 2008
  • January 2008
  • December 2007
  • A spec change that keeps coming back to haunt me
  • Release 2.2
  • 2.1 Release and things to come
  • Level Up! An Open Web Game Jam
  • Site moved!
  • SceneCreator0.3
  • WWW2010 in Raleigh
  • Motionview
  • On the train to Mountainview
  • C3DL 2.0-WebGL and beyond
  • That depends on what... - peter
  • This application is ... - Haisens
  • I think that example... - peter
  • The above links are ... - Atash
  • Hi there, just wante... - Patrick H. Lauke
  • Firefox 4 was releas... - Cathy Leung
  • In order to access l... - peter
  • I am not able to dis... - preksha
  • "JavaScript can’t di... - Joe Hocking
  • I should point out t... - peter



Canvas 3d JS Library

©2007- 2010 Canvas 3d JS Library

Disclaimer: This website is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 2.5 Canada License.
The Canvas 3d JS Library and Demos found on this website are licenced under the MIT License

Creative Commons License