Three.js
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Three.js
Three.js is a cross-browser JavaScript library and application programming interface (API) used to create and display animated 3D computer graphics in a web browser using WebGL. The source code is hosted in a repository on GitHub. Overview Three.js allows the creation of graphical processing unit (GPU)-accelerated 3D animations using the JavaScript language as part of a website without relying on proprietary browser plugins. This is possible due to the advent of WebGL, a low-level graphics API created specifically for the web. High-level libraries such as Three.js or GLGE, SceneJS, PhiloGL, and many more make it possible to author complex 3D computer animations for display in the browser without the effort required for a traditional standalone application or a plugin. History Three.js was first released by Ricardo Cabello on GitHub in April 2010. The origins of the library can be traced back to his involvement with the demoscene in the early 2000s. The code was origin ...
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Demoscene
The demoscene is an international computer art subculture focused on producing demos: self-contained, sometimes extremely small, computer programs that produce audiovisual presentations. The purpose of a demo is to show off programming, visual art, and musical skills. Demos and other demoscene productions (graphics, music, videos, games) are shared at festivals known as demoparties, voted on by those who attend and released online. The scene started with the home computer revolution of the early 1980s, and the subsequent advent of software cracking. Crackers altered the code of video games to remove copy protection, claiming credit by adding introduction screens of their own (" cracktros"). They soon started competing for the best visual presentation of these additions. Through the making of intros and stand-alone demos, a new community eventually evolved, independent of the gaming and software sharing scenes. Demoscene productions can be made with the latest consumer techno ...
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GitHub
GitHub, Inc. () is an Internet hosting service for software development and version control using Git. It provides the distributed version control of Git plus access control, bug tracking, software feature requests, task management, continuous integration, and wikis for every project. Headquartered in California, it has been a subsidiary of Microsoft since 2018. It is commonly used to host open source software development projects. As of June 2022, GitHub reported having over 83 million developers and more than 200 million repositories, including at least 28 million public repositories. It is the largest source code host . History GitHub.com Development of the GitHub.com platform began on October 19, 2007. The site was launched in April 2008 by Tom Preston-Werner, Chris Wanstrath, P. J. Hyett and Scott Chacon after it had been made available for a few months prior as a beta release. GitHub has an annual keynote called GitHub Universe. Organizational ...
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JavaScript
JavaScript (), often abbreviated as JS, is a programming language that is one of the core technologies of the World Wide Web, alongside HTML and CSS. As of 2022, 98% of Website, websites use JavaScript on the Client (computing), client side for Web page, webpage behavior, often incorporating third-party Library (computing), libraries. All major Web browser, web browsers have a dedicated JavaScript engine to execute the Source code, code on User (computing), users' devices. JavaScript is a High-level programming language, high-level, often Just-in-time compilation, just-in-time compiled language that conforms to the ECMAScript standard. It has dynamic typing, Prototype-based programming, prototype-based object-oriented programming, object-orientation, and first-class functions. It is Programming paradigm, multi-paradigm, supporting Event-driven programming, event-driven, functional programming, functional, and imperative programming, imperative programming paradigm, programmin ...
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Forward Kinematics
In robot kinematics, forward kinematics refers to the use of the kinematic equations of a robot to compute the position of the end-effector from specified values for the joint parameters. The kinematics equations of the robot are used in robotics, computer games, and animation. The reverse process, that computes the joint parameters that achieve a specified position of the end-effector, is known as inverse kinematics. Kinematics equations The kinematics equations for the series chain of a robot are obtained using a rigid transformation to characterize the relative movement allowed at each joint and separate rigid transformation to define the dimensions of each link. The result is a sequence of rigid transformations alternating joint and link transformations from the base of the chain to its end link, which is equated to the specified position for the end link, : = _1X_1] _2X_2]\ldots _Z_n],\! where is the transformation locating the end-link. These equations are called ...
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Frustum
In geometry, a (from the Latin for "morsel"; plural: ''frusta'' or ''frustums'') is the portion of a solid (normally a pyramid or a cone) that lies between two parallel planes cutting this solid. In the case of a pyramid, the base faces are polygonal, the side faces are trapezoidal. A right frustum is a right pyramid or a right cone truncated perpendicularly to its axis; otherwise it is an oblique frustum. If all its edges are forced to become of the same length, then a frustum becomes a prism (possibly oblique or/and with irregular bases). In computer graphics, the viewing frustum is the three-dimensional region which is visible on the screen. It is formed by a clipped pyramid; in particular, ''frustum culling'' is a method of hidden surface determination. In the aerospace industry, a frustum is the fairing between two stages of a multistage rocket (such as the Saturn V), which is shaped like a truncated cone. Elements, special cases, and related concepts A frustu ...
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JSON
JSON (JavaScript Object Notation, pronounced ; also ) is an open standard file format and data interchange format that uses human-readable text to store and transmit data objects consisting of attribute–value pairs and arrays (or other serializable values). It is a common data format with diverse uses in electronic data interchange, including that of web applications with servers. JSON is a language-independent data format. It was derived from JavaScript, but many modern programming languages include code to generate and parse JSON-format data. JSON filenames use the extension .json. Any valid JSON file is a valid JavaScript (.js) file, even though it makes no changes to a web page on its own. Douglas Crockford originally specified the JSON format in the early 2000s. He and Chip Morningstar sent the first JSON message in April 2001. Naming and pronunciation The 2017 international standard (ECMA-404 and ISO/IEC 21778:2017) specifies "Pronounced , as in 'Jason and The ...
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Level Of Detail (computer Graphics)
In computer graphics, level of detail (LOD) refers to the complexity of a 3D model representation. LOD can be decreased as the model moves away from the viewer or according to other metrics such as object importance, viewpoint-relative speed or position. LOD techniques increase the efficiency of rendering by decreasing the workload on graphics pipeline stages, usually vertex transformations. The reduced visual quality of the model is often unnoticed because of the small effect on object appearance when distant or moving fast. Although most of the time LOD is applied to geometry detail only, the basic concept can be generalized. Recently, LOD techniques also included shader management to keep control of pixel complexity. A form of level of detail management has been applied to texture maps for years, under the name of mipmapping, also providing higher rendering quality. It is commonplace to say that "an object has been ''LOD-ed''" when the object is simplified by the underlying ' ...
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Skeletal Animation
Skeletal animation or rigging is a technique in computer animation in which a character (or other articulated object) is represented in two parts: a surface representation used to draw the character (called the ''mesh'' or ''skin'') and a hierarchical set of interconnected parts (called ''bones'', and collectively forming the ''skeleton'' or ''rig''), a virtual armature used to animate (''pose'' and ''keyframe'') the mesh. While this technique is often used to animate humans and other organic figures, it only serves to make the animation process more intuitive, and the same technique can be used to control the deformation of any object—such as a door, a spoon, a building, or a galaxy. When the animated object is more general than, for example, a humanoid character, the set of "bones" may not be hierarchical or interconnected, but simply represent a higher-level description of the motion of the part of mesh it is influencing. The technique was introduced in 1988 by Nadia Magnen ...
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Depth Pass
Shadow volume is a technique used in 3D computer graphics to add shadows to a rendered scene. They were first proposed by Frank Crow in 1977 as the geometry describing the 3D shape of the region occluded from a light source. A shadow volume divides the virtual world in two: areas that are in shadow and areas that are not. The stencil buffer implementation of shadow volumes is generally considered among the most practical general purpose real-time shadowing techniques for use on modern 3D graphics hardware. It has been popularized by the video game '' Doom 3'', and a particular variation of the technique used in this game has become known as Carmack's Reverse. Shadow volumes have become a popular tool for real-time shadowing, alongside the more venerable shadow mapping. The main advantage of shadow volumes is that they are accurate to the pixel (though many implementations have a minor self-shadowing problem along the silhouette edge, see '' construction'' below), whereas the ...
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Lens Flare
A lens flare happens when light is scattered or flared in a lens system, often in response to a bright light, producing a sometimes undesirable artifact in the image. This happens through light scattered by the imaging mechanism itself, for example through internal reflection and forward scatter from material imperfections in the lens. Lenses with large numbers of elements such as zooms tend to have more lens flare, as they contain a relatively large number of interfaces at which internal scattering may occur. These mechanisms differ from the focused image generation mechanism, which depends on rays from the refraction of light from the subject itself. There are two types of flare: visible artifacts and glare across the image. The glare makes the image look "washed out" by reducing contrast and color saturation (adding light to dark image regions, and adding white to saturated regions, reducing their saturation). Visible artifacts, usually in the shape of the aperture made ...
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GLSL
OpenGL Shading Language (GLSL) is a high-level shading language with a syntax based on the C programming language. It was created by the OpenGL ARB (OpenGL Architecture Review Board) to give developers more direct control of the graphics pipeline without having to use ARB assembly language or hardware-specific languages. Background With advances in graphics cards, new features have been added to allow for increased flexibility in the rendering pipeline at the vertex and fragment level. Programmability at this level is achieved with the use of fragment and vertex shaders. Originally, this functionality was achieved by writing shaders in ARB assembly language – a complex and unintuitive task. The OpenGL ARB created the OpenGL Shading Language to provide a more intuitive method for programming the graphics processing unit while maintaining the open standards advantage that has driven OpenGL throughout its history. Originally introduced as an extension to OpenGL 1.4, GLSL wa ...
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Phong Shading
In 3D computer graphics, Phong shading, Phong interpolation, or normal-vector interpolation shading is an interpolation technique for surface shading invented by computer graphics pioneer Bui Tuong Phong. Phong shading interpolates surface normals across rasterized polygons and computes pixel colors based on the interpolated normals and a reflection model. ''Phong shading'' may also refer to the specific combination of Phong interpolation and the Phong reflection model. History Phong shading and the Phong reflection model were developed at the University of Utah by Bui Tuong Phong, who published them in his 1973 Ph.D. dissertation and a 1975 paper.Bui Tuong Phong, "Illumination for Computer Generated Pictures," Comm. ACM, Vol 18(6):311-317, June 1975. Phong's methods were considered radical at the time of their introduction, but have since become the de facto baseline shading method for many rendering applications. Phong's methods have proven popular due to their generally e ...
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