Orthographic 3D Backface Culling using Surface Normals - html5-canvas

I'm creating an HTML5 canvas 3D renderer, and I'd say I've gotten pretty far without the help of SO, but I've run into a showstopper of sorts. I'm trying to implement backface culling on a cube with the help of some normals calculations. Also, I've tagged this as WebGL, as this is a general enough question that it could apply to both my use case and a 3D-accelerated one.
At any rate, as I'm rotating the cube, I've found that the wrong faces are being hidden. Example:
I'm using the following vertices:
https://developer.mozilla.org/en/WebGL/Creating_3D_objects_using_WebGL#Define_the_positions_of_the_cube%27s_vertices
The general procedure I'm using is:
Create a transformation matrix by which to transform the cube's vertices
For each face, and for each point on each face, I convert these to vec3s, andn multiply them by the matrix made in step 1.
I then get the surface normal of the face using Newell's method, then get a dot-product from that normal and some made-up vec3, e.g., [-1, 1, 1], since I couldn't think of a good value to put in here. I've seen some folks use the position of the camera for this, but...
Skipping the usual step of using a camera matrix, I pull the x and y values from the resulting vectors to send to my line and face renderers, but only if they have a dot-product above 0. I realize it's rather arbitrary which ones I pull, really.
I'm wondering two things; if my procedure in step 3 is correct (it most likely isn't), and if the order of the points I'm drawing on the faces is incorrect (very likely). If the latter is true, I'm not quite sure how to visualize the problem. I've seen people say that normals aren't pertinent, that it's the direction the line is being drawn, but... It's hard for me to wrap my head around that, or if that's the source of my problem.
It probably doesn't matter, but the matrix library I'm using is gl-matrix:
https://github.com/toji/gl-matrix
Also, the particular file in my open source codebase I'm using is here:
http://code.google.com/p/nanoblok/source/browse/nb11/app/render.js
Thanks in advance!

I haven't reviewed your entire system, but the “made-up vec3” should not be arbitrary; it should be the “out of the screen” vector, which (since your projection is ⟨x, y, z⟩ → ⟨x, y⟩) is either ⟨0, 0, -1⟩ or ⟨0, 0, 1⟩ depending on your coordinate system's handedness and screen axes. You don't have an explicit "camera matrix" (that is usually called a view matrix), but your camera (view and projection) is implicitly defined by your step 4 projection!
However, note that this approach will only work for orthographic projections, not perspective ones (consider a face on the left side of the screen, facing rightward and parallel to the view direction; the dot product would be 0 but it should be visible). The usual approach, used in actual 3D hardware, is to first do all of the transformation (including projection), then check whether the resulting 2D triangle is counterclockwise or clockwise wound, and keep or discard based on that condition.

Related

How to determine camera location from view matrix?

for a personal project, I've created a simple 3D engine in python using as little libraries as possible. I did what I wanted - I am able to render simple polygons, and have a movable camera. However, there is a problem:
I implemented a simple flat shader, but in order for it to work, I need to know the camera location (the camera is my light source). However, the problem is that I have no way of knowing the camera's location in the world space. At any point, I am able to display my view matrix, but I am unsure about how to extract the camera's location from it, especially after I rotate the camera. Here is a screenshot of my engine with the view matrix. The camera has not been rotated yet and it is very simple to extract its location (0, 1, 4).
However, upon moving the camera to a point between the X and Z axes and pointing it upwards (and staying at the same height), the view matrix changes to this:
It is obvious now that the last column cannot be taken directly to determine the camera location (it should be something like (4,1,4) on the last picture).
I have tried a lot of math, but I can't figure out the way to determine the camera x,y,z location from the view matrix. I will appreciate any and all help in solving this, as it seems to be a simple problem, yet whose solution eludes me. Thank you.
EDIT:
I was advised to transform a vertex (0,0,0,1) by my view matrix. This, however, does not work. See the example (the vertex obviously is not located at the printed coordinates):
Just take the transform of the vector (0,0,0,1) with the modelview matrix: Which is simply the rightmost column of the modelview matrix.
EDIT: #ampersander: I wonder why you're trying to work with the camera location in the first place, if you assume the source of illumination to be located at the camera's position. In that case, just be aware, that in OpenGL there is no such thing as a camera, and in fact, what the "view" transform does, is move everything in the world around so that where you assume your camera to be ends up at the coordinate origin (0,0,0).
Or in other words: After the modelview transform, the transformed vertex position is in fact the vector from the camera to the vertex, in view space. Which means that for your assumed illumination calculation the direction toward the light source, is the negative vertex position. Take that, normalize it to unit length and stick it into the illumination term.

three.js - Overlapping layers flickering

When several objects overlap on the same plane, they start to flicker. How do I tell the renderer to put one of the objects in front?
I tried to use .renderDepth, but it only works partly -
see example here: http://liveweave.com/ahTdFQ
Both boxes have the same size and it works as intended. I can change which of the boxes is visible by setting .renderDepth. But if one of the boxes is a bit smaller (say 40,50,50) the contacting layers are flickering and the render depth doesn't work anymore.
How to fix that issue?
When .renderDepth() doesn't work, you have to set the depths yourself.
Moving whole meshes around is indeed not really efficient.
What you are looking for are offsets bound to materials:
material.polygonOffset = true;
material.polygonOffsetFactor = -0.1;
should solve your issue. See update here: http://liveweave.com/syC0L4
Use negative factors to display and positive factors to hide.
Try for starters to reduce the far range on your camera. Try with 1000. Generally speaking, you shouldn't be having overlapping faces in your 3d scene, unless they are treated in a VERY specific way (look up the term 'decal textures'/'decals'). So basically, you have to create depth offsets, and perhaps even pre sort the objects when doing this, which all requires pretty low-level tinkering.
If the far range reduction helps, then you're experiencing a lack of precision (depending on the device). Also look up 'z fighting'
UPDATE
Don't overlap planes.
How do I tell the renderer to put one of the objects in front?
You put one object in front of the other :)
For example if you have a camera at 0,0,0 looking at an object at 0,0,10, if you want another object to be behind the first object put it at 0,0,11 it should work.
UPDATE2
What is z-buffering:
http://en.wikipedia.org/wiki/Z-buffering
http://msdn.microsoft.com/en-us/library/bb976071.aspx
Take note of "floating point in range of 0.0 - 1.0".
What is z-fighting:
http://en.wikipedia.org/wiki/Z-fighting
...have similar values in the z-buffer. It is particularly prevalent with
coplanar polygons, where two faces occupy essentially the same space,
with neither in front. Affected pixels are rendered with fragments
from one polygon or the other arbitrarily, in a manner determined by
the precision of the z-buffer.
"The renderer cannot reposition anything."
I think that this is completely untrue. The renderer can reposition everything, and probably does if it's not shadertoy, or some video filter or something. Every time you move your camera the renderer repositions everything (the camera is actually the only thing that DOES NOT MOVE).
It seems that you are missing some crucial concepts here, i'd start with this:
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/
About the depth offset mentioned:
How this would work, say you want to draw a decal on a surface. You can 'draw' another mesh on this surface - by say, projecting a quad onto it. You want to draw a bullet hole over a concrete wall and end up with two coplanar surfaces - the wall, the bullet hole. You can figure out the depth buffer precision, find the smallest value, and then move the bullet hole mesh by that value towards the camera. The object does not get scaled (you're doing this in NDC which you can visualize as a cube and moving planes back and forth in the smallest possible increment), but does translate in depth direction, ending up in front of the other.
I don't see any flicker. The cube movement in 3D seems to be super-smooth. Can you try in a different computer (may be faster one)? I used Chrome on Macbook Pro.

Webgl - When changing viewpoint triangle parts disappear

I'm following examples from an intro to webgl book (WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL) and I'm having trouble understanding why an orthographic projection helps solve this specific problem.
One of the examples has us changing the 'eye point' of how we're viewing 3 triangles by applying some matrix transformation. They show that if we change the viewpoint enough to the right (+X) that the triangle starts to disappear. Here is the exact webgl example from the book's website (Press right arrow key to rotate triangle): http://www.magic.ubc.ca/webgl-pg/uploads/examples/ch07/LookAtTrianglesWithKeys.html
The book says that this happens because "This is because you haven’t specified the visible range (the boundaries of what you can actually see) correctly."
To solve this they apply an orthographic projection matrix to each vertex first and the problem is then solved. Why does this solve the problem, how can a matrix transformation cause something which did not exist before to now be visible? Where can I find the full explanation as to why webgl chose to not display the triangle anymore?
The coordinate system in which the objects in OpenGL are rendered (screen space) has an range of [-1,1] for x, y, and z.
With viewMatrix.setLookAt(g_eyeX, g_eyeY, g_eyeZ, 0, 0, 0, 0, 1, 0); your example creates a transform matrix that is used to transforms the coordinates of the triangles from world space to camera space (the direction from which you look onto that object).
Because this transformation will change the coordinates of the triangles these may not be in the range of [-1,1] anymore, in your example this happens for the z coordinate (moving behind your screen).
To solve this issue you can use an orthographic to change the range of the z coordinates without changing the perspective look, only the current z values of the screen spaces are scaled.

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.

Recommend some Bresenham's-like algorithm of sphere mapping in 2D?

I need the fastest sphere mapping algorithm. Something like Bresenham's line drawing one.
Something like the implementation that I saw in Star Control 2 (rotating planets).
Are there any already invented and/or implemented techniques for this?
I really don't want to reinvent the bicycle. Please, help...
Description of the problem.
I have a place on the 2D surface where the sphere has to appear. Sphere (let it be an Earth) has to be textured with fine map and has to have an ability to scale and rotate freely. I want to implement it with a map or some simple transformation function of coordinates: each pixel on the 2D image of the sphere is defined as a number of pixels from the cylindrical map of the sphere. This gives me an ability to implement the antialiasing of the resulting image. Also I think about using mipmaps to implement mapping if one pixel on resulting picture is corresponding to more than one pixel on the original map (for example, close to poles of the sphere). Deeply inside I feel that this can be implemented with some trivial math. But all these thoughts are just my thoughts.
This question is a little bit related to this one: Textured spheres without strong distortion, but there were no answers available on my question.
UPD: I suppose that I have no hardware support. I want to have an cross-platform solution.
The standard way to do this kind of mapping is a cube map: the sphere is projected onto the 6 sides of a cube. Modern graphics cards support this kind of texture at the hardware level, including full texture filtering; I believe mipmapping is also supported.
An alternative method (which is not explicitly supported by hardware, but which can be implemented with reasonable performance by procedural shaders) is parabolic mapping, which projects the sphere onto two opposing parabolas (each of which is mapped to a circle in the middle of a square texture). The parabolic projection is not a projective transformation, so you'll need to handle the math "by hand".
In both cases, the distortion is strictly limited. Due to the hardware support, I recommend the cube map.
There is a nice new way to do this: HEALPix.
Advantages over any other mapping:
The bitmap can be divided into equal parts (very little distortion)
Very simple, recursive geometry of the sphere with arbitrary precision.
Example image.
Did you take a look at Jim Blinn's articles "How to draw a sphere" ? I do not have access to the full articles, but it looks like what you need.
I'm a big fan of StarconII, but unfortunately I don't remember the details of what the planet drawing looked like...
The first option is triangulating the sphere and drawing it with standard 3D polygons. This has definite weaknesses as far as versimilitude is concerned, but it uses the available hardware acceleration and can be made to look reasonably good.
If you want to roll your own, you can rasterize it yourself. Foley, van Dam et al's Computer Graphics -- Principles and Practice has a chapter on Bresenham-style algorithms; you want the section on "Scan Converting Ellipses".
For the point cloud idea I suggested in earlier comments: you could avoid runtime parameterization questions by preselecting and storing the (x,y,z) coordinates of surface points instead of a 2D map. I was thinking of partially randomizing the point locations on the sphere, so that they wouldn't cause structured aliasing when transformed (forwards, backwards, whatever 8^) onto the screen. On the downside, you'd have to deal with the "fill" factor -- summing up the colors as you draw them, and dividing by the number of points. Er, also, you'd have the problem of what to do if there are no points; e.g., if you want to zoom in with extreme magnification, you'll need to do something like look for the nearest point in that case.

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