First demo shown - three.
js WebGL materials demo with texture
from Humus.
Second demo - three.js WebGL materials bumpmap skin demo with Lee
Perry-Smith head.
If you have problems seeing these demos on your browser, please check out
the WebGL Troubleshooting page. Still stuck? We'll work more on getting
you set up in a few lessons from now.
You may want to visit Eric Haines' blog - Realtime Rendering - or Twitter
feed - @pointinpolygon.
This page shows what browsers support WebGL.
Interactive 3D Rendering
Photographs throughout this course are from Wikimedia Commons, unless
otherwise noted. Building, XYZ, interactive.
You can try the brain program yourself. Chrome is the best browser for it. If it
doesn’t work for you, don’t worry - the next lesson will help guide you through
setting up WebGL on your machine.
The Wikipedia page on motion blur gives a start on the topic. You can see a
little bit of some motion blur correction in this demo, Go to view 4 (hit the 4
key) and toggle motion blur on an off with the “b” key. The ground will be
blurrier as you move when motion blur is on.
WARNING! The demo on the next page has my voice blaring out at a loud
level. Be ready to turn down your volume.
The Wikipedia page on motion blur gives a start on the topic.
Some applications will aim to avoid a rate between 30 and 60 FPS, since then the frame rate
doesn’t align with the refresh rate. This video explains in detail how this mismatch can cause a
sense that the interaction with the application is not smooth. That said, many games simply strive
for as fast a rate as possible.
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Give Page Feedback
This question is simplifying the situation. The 50 Hz rate is actually the
interlaced field update rate for European TV, the frame rate is then 25 Hz.
Here we're interested in the time between field refreshes at 50 Hz. If you want
to learn more, see this page.
This question is simplifying the situation. The 50 Hz rate is actually the
interlaced field update rate for European TV, the frame rate is then 25 Hz.
Here we're interested in the time between field refreshes at 50 Hz. If you want
to learn more about this aspect of television broadcasting, see this page. In
the field of computer graphics we typically don't have interlacing, so this
distinction does not exist.
Some applications will aim to avoid a rate between 30 and 60 FPS, since then
the frame rate doesn’t align with the refresh rate. This video explains in detail
how this mismatch can cause a sense that the interaction with the application
is not smooth. That said, many games simply strive for as fast a rate as
possible.