Uğur's Projects
Three.js
01 Lighting and DoF Study
Fullscreen Three.js example that involves
- nice lighting: a directional light and a hemisphere light. Idea is taken from Mr.Doob's flamingo example. All the OpenGL demos that I saw had cold and bad lighting that gave me the impression of cheapness. This was also the reason why I didn't like the first generation of 3D games.
- a ground: I like the presentations where the object is on a light colored ground on which the object's shadow is cast.
- shadows
- a moving camera
- a fog
- animated objects: via request frame. cubus' are uniform randomly placed on a disk (explain this distirbution), rotated to look at the center. Their pivot points are moved to their bottom (from Mr.Doob's city example) and their xz-scale and y-scales have sinusoidal oscillations in opposite directions.
- display for frames per second: via Stats.js
- a GUI to change scene parameters: via DatGUI(?)
- Post processing shaders: contrast, film, colorify, and most importantly Bokeh blur for Depth of field simulation. There was a bug that prevent to add a copy shader after Bokeh.
link