~/organiser

Welcome to 3D

Organiserat JSUnconf 2016 · 2016-04-23..04-24· [creative-coding, web-animation]

Explains how the GL pipeline actually maps vertices through matrices into clip space and into pixels with vertex and fragment shaders, shows why rasterization is the real‑time workhorse GPUs are built for and how path tracing trades accuracy for speed, and demonstrates a WebGL path tracer demo that runs interactively with adjustable aperture and focal length. Gives concrete numbers for offline rendering like Toy Story taking 2 to 15 hours per frame and ~140,000 frames, and covers materials, bump maps and UV mapping with practical examples.

AI-written summary · about

  1. 0:00Introduction
  2. 4:09Basic idea
  3. 5:11Ray tracing
  4. 7:37Global illumination
  5. 10:18What rasterization does
  6. 10:50Rendering equation
  7. 11:27Coordinates
  8. 12:14Vertex
  9. 13:00Matrix Multiplication
  10. 13:51homogeneous coordinates
  11. 14:30geometry
  12. 15:38object
  13. 16:38scene
  14. 18:01teapots
  15. 19:17perspective
  16. 20:52rendering algorithm
  17. 21:52vertex shader
  18. 22:43attributes
  19. 23:09primitive assembly
  20. 23:32fragment shader
  21. 23:58materials
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