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A 3D primer, 3D Graphics is all about representing shapes in a 3D space used in a coordinate system.
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The renderer in 3D that we will be using is the Web G.L. Renderer.
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And so we will focus in the course on the coordinate system used by WGL, which looks like this other
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coordinate systems are common, such as Z pointing up.
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But in our course, Y will always point up.
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Notice that assuming the viewer is looking down the negatives that access, then the X axis extends
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to the right, the y axis extends outwards and the Z access points towards the viewer.
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This arrangement is sometimes referred to as a u.
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S e up s.
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If the camera is positioned high in the Y axis and looks directly down, then the east and south directions
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are more obvious.
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Objects are defined using vertices, a single one is called a vertex, is a vector value.
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If you're not sure what a vector is, don't worry, it's simple.
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A vector is simply a group of numbers.
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A single number is a scalar.
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But if we use two numbers together, then this is a vector for a vertex.
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It needs an X, Y and Z value.
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And so in 3D terminology is a vector three a vector with three numeric values.
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An object is made out of vertices and faces.
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Suppose we have a cube.
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This has eight vertices and six faces.
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Each face has four edges.
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Imagine the top face of this cube has the vertices.
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We want to be three and the four a.m. is a vector three property.
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The stores, the direction in which a face is pointing the length of the X Factor is usually a unit
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length.
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That is, it's one unit long.
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And finally the face will need to describe how it's coloured, possibly as a simple color.
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Or it could be by mapping an image onto the face.
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When an image is mapped, a 3D engine needs to know how to place the image on each face that uses it.
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To facilitate this, a vertex not only has to know the X, Y and Z values, it also needs to know the
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X and Y value of the image map.
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This is usually called the UV value.
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This is a vector to a vector with two values.
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You represents how far left to right and very up and down the UV value zero zero would select the bottom
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left corner of the image while the UV value one one would select the top right.
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By carefully selecting the movie values, a 3D artist can map an image onto a complex mesh in the 3D
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application we load in our 3D objects in the materials.
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Then we can move, rotate and scale them using the 3D library.
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You might be relieved to know that we very rarely have to be concerned about the underlying details
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of the mathematics.
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The converse this into an image on screen.
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But in principle, Webjet uses shade as a shade.
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It consists of a vertex shader and a fragment shader.
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The vertex shader moves the vertex into the normalized Kleppe coordinates.
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That is, X, Y and Z are all converted into values between minus one and one three.
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Yes, as all the shaders you'll need for most things in general, 3D will do the mathematical heavy
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lifting, but it's useful to know that the library uses a matrix for the model.
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The moon rotates and scales it another for the view, which takes the camera's position into consideration.
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And finally, a matrix that projects this onto the 2D screen as well as the Vertex shader.
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We also have a fragment shader.
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This works at the pixel level.
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The fragment shader follows the vertex shader and so already has the vertices converted into eclipse
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based coordinates.
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The purpose of the fragment shader is to determine the color for the individual pixel.
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The process of taking the 3D data and turning this into a 2D picture is often called the rendering pipeline
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and takes this form.
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So that's what's happening under the hood.
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But when you creating web apps using 3D, unless you want to start writing your own shaders, you'll
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be working principally the 3D object level.
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So you won't need to worry about vertices and pixels.
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I hold this brief overview gives you an insight into what happens for all 3D apps from visualizations
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to games.
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But it's time for us to look at some examples and in the next video will do just that.
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Hope to see you in a minute.
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