I have just started an experiment with modelling a building and visualising it in a web browser using WebGL, aided by three.js. What I would like to achieve is a 3D visualisation of a field like temperature or relative humidity. These are 3D entities that have a value at all points in space, but have no boundaries. An efficient way of visualizing these quantities could be a semi-transparent heat map, a see-through cloud with colours that indicate the intensity of the 3D-phenomenon. Is there some way this effect could be achieved?
Thanks!
Related
I want to add about 20.000 plane geometries on mapbox map. Docs have example with only one object(even camera configured for one object).
My purpose - isometric buildings on map.
example
Threebox have very low performance and I have no idea about optimisation threebox objects
I am a newbie in both OpenGL as well as Three.js, I am working on a streaming based "on-line" viewer which uses websockets to transmit points (with surface normals) from one system application to a remote web interface. Long story short, I have modified BufferGeometry and use THREE.PointsMaterial to visualize incoming data with points.
Since I already am sending points locations [xyz], color [rgb] and normals [abc] so I would love to use technique such as surface-splatting Splatting. Unfortunately due to my limited knowledge and lack of internet resources can any one guide me to implement a very basic surface splatting technique using three.js?
Question: How to draw elliptical surfaces instead of points in three.js
Any help will be highly appreciated.
it would probably work using points if you compute the point-size per point such that the whole ellipsis fits in there and use the fragment-shader to compute the area of the ellipsis based on the viewing-angle (i suppose this is what you want to do, right?).
Alternatively, you can use instancing based on a simple quad and use instance-attributes for position and orientation of the quads. In this case, you just need to render a circle into each of the quads.
Now I want train a path loss model, and I have a map picture, and I want to convert this map into different views by the test location(x,y)
I need a conversion algorithm to produce a lot different map views by the test location.Now I can show a example of this(I am sorry this hard to describe)
in the left up is the map with 4 column,in the right bottom is the convert-new-map:
I want to use some "light resource"(the location A) to project onto the building in the map, then some light will be blocked, then we will get the shadow in this test location.
so the shadow from the AP location and test location can present the environment information in this area.
If you have some idea to solve this, please let me know.
Thanks in advance
Cheng Hong
After discussing and googling, I find out that I should using some ray tracing technology for a 2D map.
In my research, I have two point, location A and location P in a map.
And now I want to use ray tracing to convert the map combining the two locations into a new map view.
In this new map view, the location A point is in the center, then some shadow will be added resulting from the building(call it black column) in the origin map. Then this new map is a kind of presentation or describer for the map and two location point. That is what I want to do.
you need to add more specs like the map is an raster image or vector? This has nothing to do with conversion (hence the retag) you just want to render your 2D map as 3D scene or its 2D slice (single horizontal line) this can be done really easily.
raster map
google Wolfenstein ray casting rendering techniques like:
Algorithm for 2D Raytracer
vector map
construct mesh from your map and render by any 3D gfx api like OpenGL. To get started with this approach you need to grasp this:
Understanding 4x4 homogenous transform matrices
see also the sub-links in there ...
To implement the lighting condition you can implement any kind of shading. The easiest is normal shading. For more info see:
Normal shading this may enlight thing or two (for beginners)
Normal/Bump mapping see fragment shader and search the dot
mirrored light see for slightly more complex lighting scheme
simple complete GL+VAO/VBO+GLSL+shaders example in C++
Curved Frosted Glass Shader? for sub surface scattering
I am new to 3d Visualizations, I want to create a visualization application that has a 3d Hill representation of my data. So when the user slices a surface horizontally, can get all the data with values represented by height. I am planning to do it using three.js. webgl. I have no clue, from where to start. Little guidance would really help a lot.
Thanks & Regards,
Keerthika.K
I've a point cloud object in Three.js with thousands of 2d geo location points. They are laying on the same z plane.
Currently, with using normal blending with semitransparent points, I can achieve the first result of the image below, blending the colors of the overlapping points to achieve an alpha value of 1.
I'm interested to achieve the saturation of the second image where overlapping points saturate to white. Is it possible using only blending? or I need something else like Effect Composer?
Thanks