All language subtitles for 4. A 3D Primer--- [ FreeCourseWeb.com ] ---

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic Download
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:05,680 --> 00:00:14,040 A 3D primer, 3D Graphics is all about representing shapes in a 3D space used in a coordinate system. 2 00:00:14,680 --> 00:00:20,050 The renderer in 3D that we will be using is the Web G.L. Renderer. 3 00:00:20,500 --> 00:00:28,330 And so we will focus in the course on the coordinate system used by WGL, which looks like this other 4 00:00:28,330 --> 00:00:31,210 coordinate systems are common, such as Z pointing up. 5 00:00:31,510 --> 00:00:34,840 But in our course, Y will always point up. 6 00:00:35,410 --> 00:00:41,680 Notice that assuming the viewer is looking down the negatives that access, then the X axis extends 7 00:00:41,680 --> 00:00:47,780 to the right, the y axis extends outwards and the Z access points towards the viewer. 8 00:00:48,490 --> 00:00:51,940 This arrangement is sometimes referred to as a u. 9 00:00:51,940 --> 00:00:54,670 S e up s. 10 00:00:55,420 --> 00:01:02,860 If the camera is positioned high in the Y axis and looks directly down, then the east and south directions 11 00:01:02,860 --> 00:01:03,760 are more obvious. 12 00:01:04,710 --> 00:01:11,820 Objects are defined using vertices, a single one is called a vertex, is a vector value. 13 00:01:12,350 --> 00:01:15,330 If you're not sure what a vector is, don't worry, it's simple. 14 00:01:15,660 --> 00:01:18,270 A vector is simply a group of numbers. 15 00:01:18,690 --> 00:01:20,990 A single number is a scalar. 16 00:01:21,300 --> 00:01:26,290 But if we use two numbers together, then this is a vector for a vertex. 17 00:01:26,310 --> 00:01:28,820 It needs an X, Y and Z value. 18 00:01:29,310 --> 00:01:36,510 And so in 3D terminology is a vector three a vector with three numeric values. 19 00:01:37,140 --> 00:01:40,410 An object is made out of vertices and faces. 20 00:01:40,920 --> 00:01:42,390 Suppose we have a cube. 21 00:01:42,780 --> 00:01:45,630 This has eight vertices and six faces. 22 00:01:45,990 --> 00:01:48,040 Each face has four edges. 23 00:01:48,600 --> 00:01:52,170 Imagine the top face of this cube has the vertices. 24 00:01:52,500 --> 00:01:58,620 We want to be three and the four a.m. is a vector three property. 25 00:01:58,890 --> 00:02:05,880 The stores, the direction in which a face is pointing the length of the X Factor is usually a unit 26 00:02:05,880 --> 00:02:06,330 length. 27 00:02:06,630 --> 00:02:09,120 That is, it's one unit long. 28 00:02:09,480 --> 00:02:15,570 And finally the face will need to describe how it's coloured, possibly as a simple color. 29 00:02:15,840 --> 00:02:19,380 Or it could be by mapping an image onto the face. 30 00:02:19,830 --> 00:02:26,130 When an image is mapped, a 3D engine needs to know how to place the image on each face that uses it. 31 00:02:26,550 --> 00:02:33,000 To facilitate this, a vertex not only has to know the X, Y and Z values, it also needs to know the 32 00:02:33,000 --> 00:02:35,560 X and Y value of the image map. 33 00:02:36,210 --> 00:02:38,660 This is usually called the UV value. 34 00:02:39,270 --> 00:02:42,900 This is a vector to a vector with two values. 35 00:02:43,470 --> 00:02:52,170 You represents how far left to right and very up and down the UV value zero zero would select the bottom 36 00:02:52,170 --> 00:02:57,570 left corner of the image while the UV value one one would select the top right. 37 00:02:58,170 --> 00:03:05,940 By carefully selecting the movie values, a 3D artist can map an image onto a complex mesh in the 3D 38 00:03:05,940 --> 00:03:09,810 application we load in our 3D objects in the materials. 39 00:03:10,140 --> 00:03:14,910 Then we can move, rotate and scale them using the 3D library. 40 00:03:15,480 --> 00:03:21,150 You might be relieved to know that we very rarely have to be concerned about the underlying details 41 00:03:21,330 --> 00:03:22,650 of the mathematics. 42 00:03:22,890 --> 00:03:25,290 The converse this into an image on screen. 43 00:03:25,830 --> 00:03:30,240 But in principle, Webjet uses shade as a shade. 44 00:03:30,240 --> 00:03:33,690 It consists of a vertex shader and a fragment shader. 45 00:03:34,140 --> 00:03:39,960 The vertex shader moves the vertex into the normalized Kleppe coordinates. 46 00:03:40,230 --> 00:03:46,420 That is, X, Y and Z are all converted into values between minus one and one three. 47 00:03:46,470 --> 00:03:53,130 Yes, as all the shaders you'll need for most things in general, 3D will do the mathematical heavy 48 00:03:53,130 --> 00:03:58,560 lifting, but it's useful to know that the library uses a matrix for the model. 49 00:03:58,800 --> 00:04:05,430 The moon rotates and scales it another for the view, which takes the camera's position into consideration. 50 00:04:05,820 --> 00:04:12,600 And finally, a matrix that projects this onto the 2D screen as well as the Vertex shader. 51 00:04:12,600 --> 00:04:15,030 We also have a fragment shader. 52 00:04:15,510 --> 00:04:17,400 This works at the pixel level. 53 00:04:17,970 --> 00:04:24,050 The fragment shader follows the vertex shader and so already has the vertices converted into eclipse 54 00:04:24,060 --> 00:04:25,170 based coordinates. 55 00:04:25,980 --> 00:04:31,260 The purpose of the fragment shader is to determine the color for the individual pixel. 56 00:04:32,100 --> 00:04:39,690 The process of taking the 3D data and turning this into a 2D picture is often called the rendering pipeline 57 00:04:39,930 --> 00:04:41,100 and takes this form. 58 00:04:41,670 --> 00:04:43,530 So that's what's happening under the hood. 59 00:04:44,040 --> 00:04:50,100 But when you creating web apps using 3D, unless you want to start writing your own shaders, you'll 60 00:04:50,100 --> 00:04:52,650 be working principally the 3D object level. 61 00:04:52,980 --> 00:04:56,280 So you won't need to worry about vertices and pixels. 62 00:04:56,820 --> 00:05:03,510 I hold this brief overview gives you an insight into what happens for all 3D apps from visualizations 63 00:05:03,510 --> 00:05:04,320 to games. 64 00:05:04,860 --> 00:05:09,890 But it's time for us to look at some examples and in the next video will do just that. 65 00:05:10,200 --> 00:05:11,400 Hope to see you in a minute. 6505

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.