Three.js Is Quaternion.slerp() slower than Vector3.lerpVectors() - three.js

I'm animating a camera in my scene and have been playing with Quaternion.slerp() and Vector3.lerpVectors().
With lerpVectors, I have a function that takes in a Vector3 to look at, and a duration to animate across, e.g.
rotateCameraToDestination(new Vector(1,1,1), 3);
With slerp, I have an identical function that takes in a Quaternion to orient to, and also a duration to animate across, e.g.
rotateCameraToDestination(new Quaternion().setFromRotationMatrix(m), 3);
Both durations are 3 seconds (both using delta time to animate during render loop) yet when I test the slerp function, I generally have to increase the duration to something like 30 or 300.
Do the two methods interpolate at different rates?
Any explanation would be appreciated, I need to leave appropriate documentation on any functions I develop, cheers
EDIT
As mentioned in my comment, I think that because I was updating the start position for my lerp function, it starts quickly, then ends slow, the slerp was just consistent rate, as I wasn't changing the start quaternion each frame.
So they just appeared to run at different rates.
Crudely represented like this:
LERP:
l-------l-------l-----l----l----l---l---l--l--l--l-l-llll
SLERP:
l---l---l---l---l---l---l---l---l---l---l---l---l---l---l
Sorry for hassle guys :(

Related

how to speed up objects movement speed in opengl without dropping movement smoothness

Here's the function which is registered as display function in glutDisplayFunc()
void RenderFunction(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPointSize(5);
glBegin(GL_POINTS);
glVertex2i(0+i,0);
glEnd();
glutSwapBuffers();
i+=1;
glutPostRedisplay();
}
This way the point moves across the screen but its speed is really slow.
I can speed it up by incrementing i with greater number than 1, but then the motion doesn't seem smooth. How do I achieve higher speed?
I used to work with SFML which is made on the top of OpenGL and there the object moved really fast with move() method. So there has to be a way in OpenGL too.
In this case, there's probably not a lot you can do other than moving your point further each time you redraw. In particular, most performance improvement probably won't have any significant effect on the perceived speed in this case.
The problem is fairly simple: you're changing the location by one pixel at a time. Chances are pretty good that you have screen updating "locked" so it's happening in the conjunction with the monitor's refresh.
Assuming that's the case, with a typical monitor that refreshes at 60 Hz, you're going to get a fixed rate of your point moving 60 pixels per second. If you improve the code's efficiency, the movement speed won't change--it'll just reduce the amount of CPU time you're using to move the dot at the same speed.
Essentially the only choice to move if faster is to move more than one pixel per screen refresh. One pixel per screen refresh means 60 pixels per second, so (for example) to move across a typical HD screen (1920 dots horizontally) will take 1920 pixels/60 pixels/second = 32 seconds.
With really slow code, you might use 1% of the CPU to do that. With faster code, that might drop to some unmeasureably small amount--but either way, it's going to travel the same speed, so it'll take 32 seconds to get across the screen.
If you wanted to, you could unlock your screen updates from the screen refresh. Since you're only drawing one point, you can probably update the screen at a few thousand frames per second, so the dot would appear to move across the screen a lot faster.
In reality, however, the monitor is still only refreshing the screen at 60 Hz. When your code updates faster than that, it just means you'll produce a number of intermediate updates that never show up on the screen. As far as the pictures actually showing up on the screen go, you're just moving the point more than one pixel per screen refresh. The fact that you updated data in memory for all the intermediate points doesn't really change anything. The visible result is essentially the same as if you redrew once per screen refresh, and moved the point a lot further each time.
define model view matrix with i as translation component.
Then apply this matrix to the vertex you are defining. But yes as others are telling try to move to modern OpenGL.
glMatrixMode(GL_MODELVIEW);
glTranslatef(i, i, i);

Performance issues when rendering first frame of ThreeJS app

I currently have a big impact on the performances of my ThreeJS app when I render the very first frame. It causes the Edge and IE 11 browsers to freeze for 5 seconds with a pop-up indicating "This window does not respond", which may scare my users.
Using the Performance profiler of Chrome, it seems the problem come from several ThreeJS functions you can clearly identify in the screenshot below.
WebGLUniforms.upload : 425ms (50.7% frame rendering time)
WebGLProgram.constructor : 327ms (38.9% frame rendering time)
How can I minimize the duration of the functions call ?
Can I create the program over multiple frames? Or upload the uniforms?
Does the number of materials on my 3D models impact these functions ?
I've tried to hide all the models in the scene and show them one at a time, it seems to prevent the freeze, but each model takes 500ms to show, which is not perfect for user experience. Maybe, it's the only way to go.
Thanks for your time
EDIT : The number of materials or their nature (WebGLStandardMaterial?) seems to affect the performances
Put add a few objects to the scene per frame over time. Three.js inits WebGL resources on first use so if there's 100 objects on your scene all 100 objects get initialized the first time you call renderer.render.
So, just put N objects to the scene, call renderer.render, then next frame add N more to the scene, etc until all the objects have been added.
It's probably most important to do it by material and geometry. In other words if you have 10 different materials and 10 different geometries and you're rendering 100 different models (a model takes one material and one geometry), then you want to make sure the first N models you add don't use all the materials and all the models because those are the things that need to get initialized.
Post processing passes also need initialization so if you're using any of those maybe the first frame just init those, then start adding objects.

Unity Rigidbody angular speed

I'm working on a phisics based game and I have a question
Is it possible to make almost real phisics inside Unity engine??
Because when I put a rolling sphere at top of a ramp and let it roll... it moves very slow... and when I do it in real life... obviously the ball rolls with certain speed depending on the angle of the ramp... less angle = less speed... more angle = more speed
I tried:
Removing drag
Removing angular drag
Changing the values in interpolate and collision detection
Changing the mass value
Any help will be apreciated
Thanks in advance
Be sure to check the scale of your objects, it is very easy to set up a scene at the wrong scale because there's no easy frame of reference!
Unity's units map to 1 meter, so if your objects are extremely large, they will appear to move more slowly because the physics engine is set up to respect this scale by default.
A marble should have a diameter of roughly 0.025 units, and a person should be around 1.7 units tall!
I think your error is the scale objects. I found this link that may can help you: http://gamedevelopment.tutsplus.com/articles/how-to-fix-common-physics-problems-in-your-game--cms-21418

How to slow down javafx animation

I'm trying to make the stage.show() slow down. I figured out I might need to set KeyFrame, but am stuck at KeyValue, not understanding T endValue or Interpolator interpolator. Is this the right approach? If so could anyone explain to me what type is T.
Thank you!
You can't slow stage.show() down, if stage is a JavaFX Stage, because this is not an animation.
Controlling Animation Speed
An animation's speed is primarily controlled by its rate. Varying either the rate of playback of the animation or the duration of the animation will probably be all you need to do to get the animation speed you want.
animation.setRate(2) // play the animation at double speed.
animation.setRate(0.5) // play the animation at half speed.
On Interpolation
An interpolator is a mathematical function for calculating intermediate values between points. Here is an article on interpolation.
In JavaFX, the interpolators are used to define easing functions for changing values between keyframes of an animation. Likely, for what you are doing, either a straight linear interpolator or an ease in + ease out interpolator will be fine (those are the two most commonly used interpolators). Most of the time, the default interpolator used by JavaFX suffices and you don't have to change it.
The apparent speed of an animation might also be effected by the interpolated easing function applied to the animation's key values or by the magnitude of a keyvalue change (e.g. number of pixels translated, number of times to scale) divided by the keyframe's duration.
Further reference
If you don't understand what this means, then read the JavaFX animation documentation which will define the terms referenced and provide examples on how to use them.
Additional items in your question
What you want to do ("stage.show() slow down") is ambiguous to me in the context of animations, so I couldn't advise an approach for that - as TheJeed correctly states stage.show() is not an animation, so it makes no sense to try to apply animation to a stage.show() call.
T in the context of a KeyValue is a generic type, which seems to answer the question in your question but not the question in your title.
I agree the question was poorly asked. I didn't have the right approach. Just simply changing thread.sleep() will do the work.
But thank you guys anyway!

How I do I make controls/elements move with inertia?

Modern UI's are starting to give their UI elments nice inertia when moving. Tabs slide in, page transitions, even some listboxes and scroll elments have nice inertia to them (the iphone for example). What is the best algorythm for this? It is more than just gravity as they speed up, and then slow down as they fall into place. I have tried various formulae's for speeding up to a maximum (terminal) velocity and then slowing down but nothing I have tried "feels" right. It always feels a little bit off. Is there a standard for this, or is it just a matter of playing with various numbers until it looks/feels right?
You're talking about two different things here.
One is momentum - giving things residual motion when you release them from a drag. This is simply about remembering the velocity of a thing when the user releases it, then applying that velocity to the object every frame and also reducing the velocity every frame by some amount. How you reduce velocity every frame is what you experiment with to get the feel right.
The other thing is ease-in and ease-out animation. This is about smoothly accelerating/decelerating objects when you move them between two positions, instead of just linearly interpolating. You do this by simply feeding your 'time' value through a sigmoid function before you use it to interpolate an object between two positions. One such function is
smoothstep(t) = 3*t*t - 2*t*t*t [0 <= t <= 1]
This gives you both ease-in and ease-out behaviour. However, you'll more commonly see only ease-out used in GUIs. That is, objects start moving snappily, then slow to a halt at their final position. To achieve that you just use the right half of the curve, ie.
smoothstep_eo(t) = 2*smoothstep((t+1)/2) - 1
Mike F's got it: you apply a time-position function to calculate the position of an object with respect to time (don't muck around with velocity; it's only useful when you're trying to figure out what algorithm you want to use.)
Robert Penner's easing equations and demo are superb; like the jQuery demo, they demonstrate visually what the easing looks like, but they also give you a position time graph to give you an idea of the equation behind it.
What you are looking for is interpolation. Roughly speaking, there are functions that vary from 0 to 1 and when scaled and translated create nice looking movement. This is quite often used in Flash and there are tons of examples: (NOTE: in Flash interpolation has picked up the name "tweening" and the most popular type of interpolation is known as "easing".)
Have a look at this to get an intuitive feel for the movement types:
SparkTable: Visualize Easing Equations.
When applied to movement, scaling, rotation an other animations these equations can give a sense of momentum, or friction, or bouncing or elasticity. For an example when applied to animation have a look at Robert Penners easing demo. He is the author of the most popular series of animation functions (I believe Adobe's built in ones are based on his). This type of transition works equally as well on alpha's (for fade in).
There is a bit of method to the usage. easeInOut start slow, speeds up and the slows down. easeOut starts fast and slows down (like friction) and easeIn starts slow and speeds up (like momentum). Depending on the feel you want you choose the appropriate one. Then you choose between Sine, Expo, Quad and so on for the strength of the effect. The others are easy to work out by their names (e.g. Bounce bounces, Back goes a little further then comes back like an elastic).
Here is a link to the equations from the popular Tweener library for AS3. You should be able to rewrite these in JavaScript (or any other language) with little to no trouble.
It's playing with the numbers.. What feels good is good.
I've tried to develop magic formulas myself for years. In the end the ugly hack always felt best. Just make sure you somehow time your animations properly and don't rely on some kind of redraw/refresh rate. These tend to change based on the OS.
Im no expert on this either, but I beleive they are done with quadratic formulas, that, when given the correct parameters, start fast or slow and dramatically increase or decrease towards the end until a certain point is reached.

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