I'm currently doing a personal project to make a VR drawing game in which you can draw a 3D image in your surrounding. I have very little experience with visual studio and unity which i am using currently. Does anyone have suggestions on what i can do to get going in the right direction?
I've currently been looking online for tutorials and making a 'Frankenstein' code using what i have found. I can only do 2D drawing currently and have yet to implement VR. I can send out my current code if it would be helpful.
There was an easy to start demo in the internet like 1 or 2 years ago, but I can't find it right now. But I'd suggest you look out for it. Perhaps it even was the official unity demo. That demo already had the motion input covered and some basic functions. Good Luck on your project.
You find a good tutorial here:
https://unity3d.com/de/learn/tutorials/topics/xr/getting-started-vr-development
And some resources here:
https://unity3d.com/de/learn/tutorials/topics/virtual-reality/resources-getting-started-vr
That is maybe a pretty complicated project to start with. But I think you should be able to draw lines in 3D with generating meshes at runtime, that are rotated to the viewer, or the hand. So you generate or spawn some Sprites at your controller/digital-hand position, rotate them so they face to the viewer and scale them accordingly.
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I am currently trying to dive into the topic of WebGL shaders with THREE.js. I would appreciate if someone could give me some starting points for the following scenario:
I would like to create a fluid-like material, which either interacts with the users mouse or «flows» on it's on.
a little like this
http://cake23.de/turing-fluid.html
I would like to pass a background image to it, which serves as a starting point in terms of which colors are shown in the «liquid sauce» and where they are at the beginning. so to say: I define the initial image which is then transformed by a self initiated liquid flowing and also by the users interaction.
How I would proceed, with my limited knowledge:
I create a plane with the wanted image as a texture.
On top (between the image and the camera) I create a new mesh (plane too?) and this mesh has some custom vertex and fragment shaders applied.
Those shaders should somehow take the color from behind (from the image) and then move those vertices around following some physical rules...
I realize that the given example above has unminified code, but still it is so much, that I can't really break it down to simpler terms, which I fully understand. So I would really appreciate if someone could give me some simpler concepts which serve as a starting point for me.
more pages addressing things like this:
http://www.ibiblio.org/e-notes/webgl/gpu/fluid.htm
https://29a.ch/sandbox/2012/fluidwebgl/
https://haxiomic.github.io/GPU-Fluid-Experiments/html5/
Well, anyway thanks for every link or reference, for every basic concept or anything you'd like to share.
Cheers
Edit:
Getting a similar result (visually) like this image would be great:
I'm trying to accomplish a similar thing. I am being surfing the web a lot. Looking for any hint I can use. so far, my conclusions are:
Try to support yourself using three.js
The magic are really in the shaders, mostly in the fragments shaders it could be a good thing start understanding how to write them and how they work. This link is a good start. shader tutorial
understand the dynamic (natural/real)behavior of fluid could be valuable. (equations)
maybe, this can help you a bit too. Raindrop simulation
If you have found something more around that, let me know.
I found this shaders already created. Maybe, any of them can help you without forcing you to learn a plenty of stuff. splash shaders
good luck
there are cool examples on internet that by useing threejs we can motion detect with a web cam,my question is can we dectect depth(Far and near) using threejs + webcam?
I think the downvotes are because this isn't a three.js question. The question you want to ask is how to get depth data with a webcam. If you Google that you will find what you are looking for. Three.js in this case would be a way to visualize the data, not a way to generate it.
I would like to create a plastic material using three.js, something like the lighter fuel container here:
http://wiki.blender.org/index.php/Doc:2.4/Tutorials/Render/Import/SolidWorks
I would be glad if I could get a reasonably simple example to start working from.
I am actually not rendering an image but visualizing a mathematical problem (cellular automata). I need a set of interlocking surfaces (something like sheets of plastic foil) with as much visual information as possible, so I can distinguish between them. Therefore I was looking for: translucency, reflections, rotating an object with a fixed light source, visible edges. Later I will add some animated color coding, but for now I need a good material.
Here is the current status of my code:
https://github.com/jeras/three.js/tree/master/pyca
Here is how this networks look for 1D CA, but I would like to handle a 2D problem:
http://rattus.info/al/files/conference.pdf
Thanks,
Iztok Jeras
Well if you are looking for some examples to start working from , you should go to this three.js tutorials site : http://stemkoski.github.io/Three.js .
There is a lot of examples and the ones you might be interested of are :
the tranlucence
the reflection
the refraction
some bubble effect
Hope this helps
I'm a newbie to 3D on WP7. All I want to do is nice simple 3D
A. Add/Draw a number of coloured primitives, cube and spheres etc. to a 3D world
B. Rotate the World x, y and/or z
That's it, nothing else. I don't need any collision detection, I don't need any clever physics I don't need any textures or backgrounds or anything else, just that nice and simple.
I've been through about a gazillion examples on various websites and they all obscure the basics with bloated code and objects that I just don't want. I don't want any marble or spaceship examples, just some nice clean, clear code.
I have Blender to create the 3D models and these will be simple models with no textures. just solid basic 3D objects.
Please don't point me to anything that's based on a game which every example I have already found is.
Oh and please only examples that actually work.
Well the best way to do 3D on Windows Phone 7 is to use XNA which is generally associated with games which isn't the whole truth. You can still build traditional applications using XNA, although it might take you longer to construct your ui as opposed to silverlight.
You should probably check out App Hub from Microsoft as there are a ton of samples, in fact they have a category specifically for 3D. Keep in mind since your just starting you should make an attempt to understand the examples there giving you. Even though code you see for the first time might seem like bloated or extra code, there actually necessary components to consider when developing 3D applications.
At any rate, this example goes over the basics of 3D using XNA on Windows Phone 7.
EDIT: If you don't want to use XNA, there's this question that was asked previously. There's a couple of solutions for using 3D in silverlight.
I'm going to program a fancy (animated) about-box for an app I'm working on. Since this is where programmers are often allowed to shine and play with code, I'm eager to find out what kind of cool algorithms the community has implemented.
The algorithms can be animated fractals, sine blobs, flames, smoke, particle systems etc.
However, a few natural constraints come to mind: It should be possible to implement the algorithm in virtually any language. Thus advanced directx code or XNA code that utilizes libraries that aren't accessible in most languages should not be posted. 3D is most welcome, but it shouldn't rely on lots of extra installs.
If you could post an image along with your code effect, it would be awesome.
Here's an example of a cool about box with an animated 3D figure and some animated sine blobs on the titlebar:
And here's an image of the about box used in Winamp, complete with 3D animations:
I tested and ran the code on this page. It produces an old-school 2D flame effect. Even when I ran it on an N270 in HD fullscreen it seemed to work fine with no lag. The code and all source is posted on the given webpage.
Metaballs is another possibly interesting approach. They define an energy field around a blob and will melt two shapes together when they are close enough. A link to an article can be found here.
Something called a Wolfram Worm seems so be an awesome project to attempt. It would be easy to calculate random smooth movement by using movement along two connected bezier curves. Loads of awesome demos can be found on this page:
http://levitated.net/daily/index.html
(source: levitated.net)
I like a lot the Julia 4D quaternion fractal.
(source: macromedia.com)
Video: Julia 4D animation in F#