3D Gaussian on Cuboid
by Matt
HTML
<base href="https://rawcdn.githack.com/mrdoob/three.js/r156/examples/" />
<script async src="https://cdn.jsdelivr.net/npm/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/",
"lil-gui": "https://cdn.jsdelivr.net/npm/[email protected]/dist/lil-gui.esm.min.js"
}
}
</script>
CSS
canvas {
position: fixed;
inset: 0;
}
JavaScript
import * as THREE from 'three'
import { OrbitControls } from 'three/addons/controls/OrbitControls.js'
import { TransformControls } from 'three/addons/controls/TransformControls.js'
import { GUI } from 'lil-gui'
let scene, camera, renderer
let meshGaussian, meshWireframe, orbit, control, clock
let params
/**
* Supporting example for https://twitter.com/the_ross_man/status/1714628350809895172
* by Matt Rossman based on explanation by Hamish Todd
*/
const vertexShader = `
varying vec3 vPos;
varying vec3 vCamera;
void main() {
// 1. vertex position in model space
vPos = position;
// 2. camera position in model space
mat4 modelMatrixInverse = inverse(modelMatrix);
vCamera = (modelMatrixInverse * vec4(cameraPosition, 1.0)).xyz;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`
const fragmentShader = `
varying vec3 vPos;
varying vec3 vCamera;
/**
* Finds shortest distance from point "p" to the line spanned by "x1" and "x2"
*
* Reference: https://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html
*/
float pointToLineDistance(vec3 p, vec3 x1, vec3 x2) {
return length( cross( p - x1, p - x2 ) ) / length( x2 - x1 );
}
float gaussian(float x) {
return exp( -0.5 * x * x );
}
void main() {
// 1. find distance from camera ray to Gaussian center
float radius = pointToLineDistance( vec3(0.0), vCamera, vPos );
// 2. plug this distance into 1D Gaussian equation
float alpha = gaussian( radius );
gl_FragColor = vec4( vec3(1.0), alpha );
#include <tonemapping_fragment>
#include <colorspace_fragment>
}
`
async function init() {
params = {
wireframe: false
}
scene = new THREE.Scene()
scene.background = new THREE.Color('black')
camera = new THREE.PerspectiveCamera(75, undefined, 0.01, 1000)
camera.position.set(5,5,5)
clock = new THREE.Clock()
const directionalLight = new THREE.DirectionalLight('white',...