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Thursday, December 3rd, 2020 at 11:55 AM

Divide and shatter.

Wednesday, December 2nd, 2020 at 12:09 PM

Composition.

Tuesday, December 1st, 2020 at 6:15 PM

Viewports.

Monday, November 30th, 2020 at 4:59 PM

Tracking.

Monday, November 30th, 2020 at 3:11 PM

Zoom quad experiment.

Saturday, November 28th, 2020 at 8:32 PM

Stacking.

Friday, November 27th, 2020 at 10:20 AM

Sampling.

Thursday, November 26th, 2020 at 11:48 AM

Pixel-snapping is working.

Wednesday, November 25th, 2020 at 5:35 PM

Loading images on the infinite canvas.

Wednesday, November 25th, 2020 at 10:41 AM

Adding labels to a graph. Full workspace shot.

Tuesday, November 24th, 2020 at 4:42 PM

Timeseries graph in progress.

Monday, November 23rd, 2020 at 4:36 PM

Graph?

Friday, November 20th, 2020 at 9:26 PM

It's taken awhile, but I've now got an image loading into WebGL, with the ability to zoom, pan and draw a select box that is bounded by the edges.

Wednesday, November 18th, 2020 at 2:28 PM

New set-up. Featuring my first-ever PC build.

Tuesday, November 3rd, 2020 at 1:50 PM
WebGL, 3D projection and mental models

I'm working on recreating some graphics editing programs in WebGL. To be able to zoom in on images, I've implemented a pretty standard 3D camera with projection and view matrices. I've found really understanding projection to be difficult. It's one thing to get some cubes placed and rendering in the world, it's another thing to enable mouse interactions, where you have to project and unproject between screen space, view space and world space.

Figuring out the steps for transitioning between the spaces has been difficult, but a nice consequence is that I'm developing a mental model of what is happening on screen that I can reason about. The idea is that the screen reperesents a flat window onto 3D space that extends behind it. I'm starting to be able to intuitively reason about when I can keep something in screen space (the cursor), and when I want to project it into world space (creating a bounding box on an image). Mouse-directed zoom (as movement along a ray projected from the mouse), took me a while to get right, but now I feel like I have a better handle on what it is doing then when I've implemented it in a non-3D camera set-up.

When I have done image editors with zoom in the past, things have always gotten messy while dealing with translation and zoom. Now I feel like maybe that is because I was mixing 2D and 3D concepts. Placing images in 3D perspective space with a camera has required a lot of set-up, but I'm now starting to believe it will really pay off.

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Monday, November 2nd, 2020 at 8:28 PM

12 cover designs for Fast Forward Labs.

Monday, November 2nd, 2020 at 5:31 PM

Notes from trying to understand 3D perspective projection.

Wednesday, October 28th, 2020 at 9:33 AM

Wall-mounted PC builds.

From: https://techguided.com/wall-mounted-pc-builds/

Monday, October 26th, 2020 at 4:36 PM

In the forest.

Sunday, October 25th, 2020 at 9:32 PM

Texturing a cube.

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