Spherical billboarding makes the object to always face the camera no matter the position of the camera on an imaginary sphere. This rotation matrix (three columns) can be extracted from the ModelView matrix like this: The rotation matrix included in the ModelView matrix is a 3×3 matrix (green dotted lines). This matrix is the result of the multiplication of the View matrix (camera) and the Model matrix (object): The rest of this article will show two simple techniques (spherical and cylindrical) to do billboarding in the vertex shader without point-sprites.īoth techniques are similar and consist in tweaking the rotational part of the ModelView matrix. Here are some common uses of billboarding:įor the particular case of particles, the billboarding is a GPU built-in feature when point-sprites are used (a single point is transformed to a billboarded quad). Billboarding allows an object (usually a quad) to always face a given camera. Billboarding is a popular technique used in 3D graphics programming.
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