Generate more images of an object at different angles - image

I have several images of a rotating object. Each image shows a different angle. Now I want to let the user rotate the object with his or her fingers. This works but there aren't enough frames to show a smooth rotation. It's too jumpy.
I want to make it smoother and by that I probably need to generate more "steps", generate images of different missing angles. Is there an existing algorithm or technique I could use?

I think that if you try to interpolate pixel values temporaly between two consecutive images it would result in poor results but it might worth the try.
A more interesting approach would be to make a 3d estimation of your object using stereoscopic technics and then to project a synthetic view of the estimated scene at an intermediary position. For this to work, you will need to now the precise angle of the object at each frame. Occlusion is also an issue with stereoscopy.

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Unity, fresnel shader on raw image

Hello I'm trying to archive the effect in the image below (that is like shine light but only on top of the raw image)
Unfortunately I can not figure out how to do it, tried some shaders and assets from the asset store, but so far no one has worked, also I dont know much about shaders.
The raw image is an ui element, and renders a render texture that is being captured by a camera.
I'm totally lost here, any kind of help will be appreciated, how to make that effect?
Fresnel shaders use the difference between the surface normal and the view vector to detect which pixels are facing the viewer and which aren't. A UI plane will always face the user, so no luck there.
Solving this with shaders can be done in two ways - either you bake a normal map of the imagined "curvature" of the outer edge (example), or you create a signed distance field (example), or some similar method which maps the distance to the edge. A normal map would probably allow for the most complex effects, and i am sure that some fresnel shaders could work with that too. It does however require you to make a model of the shape and bake the normals from that.
A signed distance field on the other hand can be generated with script from an image, so if you have a lot of images, it might be the fastest approach. Getting the edge distance in real time inside the shader would not really work since you'd have to sample a very large amount of neighboring pixels, which might make the shader 10-20 times slower depending on how thick you need the edge to be.
If you don't need the image to be that dynamic, then maybe just creating an inner glow black/white texture in Photoshop and overlaying it using an additive shader would work better for you. If you don't know how to write shaders, then maybe the two above approaches are a bit of a tall order.

Using three.js, how would you project a globe world to a map on the screen?

I am curious about the limits of three.js. The following question is asked mainly as a challenge, not because I actually need the specific knowledge/code right away.
Say you have a game/simulation world model around a sphere geometry representing a planet, like the worlds of the game Populous. The resolution of polygons and textures is sufficient to look smooth when the globe fills the view of an ordinary camera. There are animated macroscopic objects on the surface.
The challenge is to project everything from the model to a global map projection on the screen in real time. The choice of projection is yours, but it must be seamless/continuous, and it must be possible for the user to rotate it, placing any point on the planet surface in the center of the screen. (It is not an option to maintain an alternative model of the world only for visualization.)
There are no limits on the number of cameras etc. allowed, but the performance must be expected to be "realtime", say two-figured FPS or more.
I don't expect ayn proof in the form of a running application (although that would be cool), but some explanation as to how it could be done.
My own initial idea is to place a lot of cameras, in fact one for every pixel in the map projection, around the globe, within a Group object that is attached to some kind of orbit controls (with rotation only), but I expect the number of object culling operations to become a huge performance issue. I am sure there must exist more elegant (and faster) solutions. :-)
why not just use a spherical camera-model (think a 360° camera) and virtually put it in the center of the sphere? So this camera would (if it were physically possible) be wrapped all around the sphere, looking toward the center from all directions.
This camera could be implemented in shaders (instead of the regular projection-matrix) and would produce an equirectangular image of the planet-surface (or in fact any other projection you want, like spherical mercator-projection).
As far as I can tell the vertex-shader can implement any projection you want and it doesn't need to represent a camera that is physically possible. It just needs to produce consistent clip-space coordinates for all vertices. Fragment-Shaders for lighting would still need to operate on the original coordinates, normals etc. but that should be achievable. So the vertex-shader would just need compute (x,y,z) => (phi,theta,r) and go on with that.
Occlusion-culling would need to be disabled, but iirc three.js doesn't do that anyway.

THREE.JS: Render large, distant objects at correct z-indicies and still zoom into small objects

I've got a scene where I'm drawing(to scale) the earth, moon, and some spacecraft. When the moon is occluded by the earth, instead of disappearing, it is still visible (through the earth).
From my research I found that part of the problem is that the near settings for my camera were much too small, as detailed in the article linked, small values of near cause rounding in z-sorting to get fuddled for very distant objects.
The complexity here is that I need to have fine grain z-indexes for when the camera is zoomed in, to look at a spacecraft (an object with a radius of 61 meters at most, in comparison to the earth, weighing in at r =~ 6.5e+06 meters). In order to make objects on the scale of the moon and earth to render in the correct order, the near has to be at least 100,000 m at which point I cannot look at close objects.
One solution would be to reduce the scale to use kilometers, but I cannot afford to lose that precision, and prefer to use meters.
Any ideas as to how to make very large, distant objects render at the correct z Indices, while retaining scale and ability to zoom into small objects?
My Ideas (which I don't know how to implement):
Change z-buffer to include more values, and higher resolution?
Add distant objects to a "farScene" which is rendered using a "farCamera" which is controlled by the same controls used on a close-up camera?
As per #WestLangley 's answer, the solution is simply to add the optionlogarithmicDepthBuffer: true to the renderer:
this.renderer = new THREE.WebGLRenderer({antialias: true, logarithmicDepthBuffer: true});
Probably that the problem is z-test and not z-precision. this mean: z-test not apply (perhaps because that you render transparent object with alpha blending) or z-test apply with non default testing (e.g. override far instead near).
Try to render the whole scene with simple shader with no transparency in-order to make sure that transparency is not the source of the bug.
to solve the z-order without z-test you should sort the object yourself each frame to determine the order of rendering (from far to close).

Is it possible to use GIS terrain vector data in three.js?

I'm new to three.js and WebGL in general.
The sample at http://css.dzone.com/articles/threejs-render-real-world shows how to use raster GIS terrain data in three.js
Is it possible to use vector GIS data in a scene? For example, I have a series of points representing locations (including height) stored in real-world coordinates (meters). How would I go about displaying those in three.js?
The basic sample at http://threejs.org/docs/59/#Manual/Introduction/Creating_a_scene shows how to create a geometry using coordinates - could I use a similar approach with real-world coordinates such as
"x" : 339494.5,
"y" : 1294953.7,
"z": 0.75
or do I need to convert these into page units? Could I use my points to create a surface on which to drape an aerial image?
I tried modifying the simple sample but I'm not seeing anything (or any error messages): http://jsfiddle.net/slead/KpCfW/
Thanks for any suggestions on what I'm doing wrong, or whether this is indeed possible.
I did a number of things to get the JSFiddle show something.. here: http://jsfiddle.net/HxnnA/
You did not specify any faces in your geometry. In this case I just hard-coded a face with all three of your data points acting as corner. Alternatively you can look into using particles to display your data as points instead of faces.
Set material to THREE.DoubleSide. This is not usually needed or recommended, but helps debugging in early phases, when you can see both sides of a face.
Your camera was probably looking in a wrong direction. Added a lookAt() to point it to the center and made the field of view wider (this just makes it easier to find things while coding).
Your camera near and far planes were likely off-range for the camera position and terrain dimensions. So I increased the far plane distance.
Your coordinate values were quite huge, so I just modified them by hand a bit to make sense in relation to the camera, and to make sure they form a big enough triangle for it to be seen in camera. You could consider dividing your coordinates with something like 100 to make the units smaller. But adjusting the camera to account for the huge scale should be enough too.
Nothing wrong with your approach, just make sure you feed the data so that it makes sense considering the camera location, direction and near + far planes. Pay attention to how you make the faces. The parameters to Face3 is the index of each point in your vertices array. Later on you might need to take winding order, normals and uvs into account. You can study the geometry classes included in Three.js for reference.
Three.js does not specify any meaning to units. Its just floating point numbers, and you can decide yourself what a unit (1.0) represents. Whether it's 1mm, 1 inch or 1km, depends on what makes the most sense considering the application and the scale of it. Floating point numbers can bring precision problems when the actual numbers are extremely small or extremely big. My own applications typically deal with stuff in the range from a couple of centimeters to couple hundred meters, and use units in such a way that 1.0 = 1 meter, that has been working fine.

Google Maps-style quad-tree of materials on a single plane in Three.js – 1x1, 2x2, 4x4 and 8x8

I'm trying and failing to work out how to achieve a quad-tree of materials (images) on a single plane, much like a Google Maps-style zoomable tile that gets more accurate the closer you get.
In short, I want to be able to have a 1x1 image texture (covering a plane that is 256 units wide and tall) that can then be replaced with a 2x2 texture, that can then be replaced with a 4x4 texture, and so on.
Like the image example below…
Ideally, I want to avoid having to create a different plane for each zoom level / number of segments. A perfect solution would allow me to break a single plane into 8x8 segments (highest zoom) and update the number of textures on the fly. So it would start with a 1x1 texture across all 64 (8x8) segments, then change into a 2x2 texture with each texture covering 4x4 segments, and so on.
Unfortunately, I can't work out how to do this. I explored setting the materialIndex for each face but you aren't able to update those after the first render so that wouldn't work. I've tried looking into UV coordinates but I don't understand how it would work in this situation, nor how to actually implement that in Three.js – there is little in the way of documentation / examples for this specific case.
A vertex shader is another option that came up in research, but again I don't know enough to understand how to construct that.
I'd appreciate any and all help with this, it will be a technique that proves valuable for other Three.js users I'm sure.
Not 100% sure what you are trying to do, whether you are talking about texture atlasing (looking up and different textures based on current setting/zooms) but if you are looking for quad-tree based texturing that increases in detail as you zoom in then this is essentially what mipmaping is and does.
(It can be also be used to do all sorts of weird things because of that, but that's another adventure entirely)
Generally mipmapping is automatic based on the filtering you use - however it sounds like you need more control over it.
I created an example hidden away in the three.js source tree which may help:
http://mrdoob.github.com/three.js/examples/webgl_materials_texture_manualmipmap.html
Which shows you how to load each mipmap level in manually, rather than have it just be automatically generated.
HTH

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