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WebGL - Real time rendered text effect + animated two-sided textured area light with alpha

This is an integration of the text effects system I'm working on https://font.skin with my game engine https://curva.app The character is drag-and-drop uploaded Daz 3D model in FBX format

Any video longer than this fails to upload!

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Looking for basic, naive implementations of Computer-Generated Holography
  • Update 1: Added a book that seems to be quite comprehensive, and found some shaders that simulate basic holographic film exposure

    Book: Introduction to Computer Holography: Creating Computer-Generated Holograms as the Ultimate 3D Image

    This is something that could be the beginning of step 1 https://www.shadertoy.com/view/clyyzd based on https://www.shadertoy.com/view/DtKSDW

    All updates will be a part of the original post https://programming.dev/post/15448730

  • Looking for basic, naive implementations of Computer-Generated Holography

    cross-posted from: https://programming.dev/post/15448730

    > In order to learn programming holograms I'd like to gather some sources in this post. > > The linked paper describes already optimised way of rendering holograms. I'd like to find a naive implementation of a hologram i.e. in ShaderToy using interferometric processing of stored inteference patterns like it works in a physical hologram(I guess). I also want this to be a resource to learn how laser holograms work in real life. > > To create an introduction project to holographic rendering these steps will be required. > 1. Store a sphere or a cube interference patterns in a texture. This should be a model of our physically correct hologram. Note: If this step requires saving thousands of textures we should limit the available viewing angles(if that's what helps) > 2. Load the rendered patterns as a texture or an array of textures into a WebGL program > 3. Create a shader that will do the interferometric magic to render the sphere/cube from the hologram model > > The performance of the solution is irrelevant. Even if takes and hour to generate the data and a minute to render one frame in low resolution that's fine. > > Note: The goal is not about creating anything that visually looks like a cool hologram or rendering 3D objects with a volume like with SDFs or volume rendering. It's all about creating a basic physical simulation of viewing a real hologram.

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    Looking for basic, naive implementations of Computer-Generated Holography

    In order to learn programming holograms I'd like to gather some sources in this post.

    The linked paper describes already optimised way of rendering holograms. I'd like to find a naive implementation of a hologram i.e. in ShaderToy using interferometric processing of stored inteference patterns like it works in a physical hologram(I guess). I also want this to be a resource to learn how laser holograms work in real life.

    To create an introduction project to holographic rendering these steps will be required.

    1. Store a sphere or a cube interference patterns in a texture. This should be a model of our physically correct hologram. Note: If this step requires saving thousands of textures we should limit the available viewing angles(if that's what helps)
    2. Load the rendered patterns as a texture or an array of textures into a WebGL program
    3. Create a shader that will do the interferometric magic to render the sphere/cube from the hologram model

    The performance of the solution is irrelevant. Even if takes and hour to generate the data and a minute to render one frame in low resolution that's fine.

    Note: The goal is not about creating anything that visually looks like a cool hologram or rendering 3D objects with a volume like with SDFs or volume rendering. It's all about creating a basic physical simulation of viewing a real hologram.

    Update 1: Book: Introduction to Computer Holography: Creating Computer-Generated Holograms as the Ultimate 3D Image https://play.google.com/store/books/details?id=kKHYDwAAQBAJ&rdid=book-kKHYDwAAQBAJ

    A list of sources: https://github.com/bchao1/awesome-holography

    This is something that could be the beginning of step 1 https://www.shadertoy.com/view/clyyzd based on https://www.shadertoy.com/view/DtKSDW

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    Here goes my first post here. Font.Skin - I'm building a GPU text effects engine with export to video, pure HTML, React, and Three.js

    The video posted is part of my friend’s art exhibition last Friday. It’s avaialble at https://gallery.font.skin server “ARK”

    The other server “Fontland” is a gallery of effects built in Font.Skin where you walk around with a girl(which is bald - my Daz 3D importer is not perfect) and discover different real-time-rendered text effects. The effects are in form of screens which are also textured rect area lights giving cool reflections.

    The effects can be built using WebGL in https://font.skin The best way to start is to paste a simple ShaderToy shader into “Frag shader” tab and replace some variables with “textEdgeDist” and “auraEdgeDist”

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    Here goes my first post here. Font.Skin - I'm building a GPU text effects engine with export to video, pure HTML, React, and Three.js

    The video posted is part of my friend's art exhibition last Friday. It's avaialble at https://gallery.font.skin server "ARK"

    The other server "Fontland" is a gallery of effects built in Font.Skin where you walk around with a girl(which is bald - my Daz 3D importer is not perfect) and discover different real-time-rendered text effects. The effects are in form of screens which are also textured rect area lights giving cool reflections.

    The effects can be built using WebGL in https://font.skin The best way to start is to paste a simple ShaderToy shader into "Frag shader" tab and replace some variables with "textEdgeDist" and "auraEdgeDist"

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    InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)PA
    Pawel @programming.dev
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