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#Actualeppo

Posted 06 May 2013 - 03:14 AM

Also called 'cylindrical billboards'.

 

They work similar to standard billboards, in that you want one specific vector of the billboard's orientation (say its y-axis) to always point in the direction of the camera. The difference is you also want the laser to keep pointing in the direction of its tangent line (say the z-axis). Because of this you only have the freedom to reorient the billboard around its z-axis. So towards whatever direction you re-orient the y-axis, it needs the be orthogonal in respect to the z-axis. You can do this by orthonormalizing the camera-vertex vector in respect to the tangent vector.

 

So the three vectors that form a billboard matrix' orthogonal base are:

 

y: normalize(cameraVertex - tangent * dot(tangent, cameraVertex))

z: tangent
x: cross(y, z)

#3eppo

Posted 06 May 2013 - 03:12 AM

Also called 'cylindrical billboards'.

 

They work similar to standard billboards, in that you want one specific vector of the billboard's orientation (say its y-axis) to always point in the direction of the camera. The difference is you also want the laser to keep pointing in the direction of its tangent line (say the z-axis). Because of this you only have the freedom to reorient the billboard around its z-axis. So towards whatever direction you re-orient the y-axis, it needs the be orthogonal in respect to the z-axis. You can do this by orthonormalizing the camera-vertex vector in respect to the tangent vector.

 

So the three vectors that form a billboard matrix' orthogonal base are:

 

y: normalize(up - tangent * dot(up, tangent))

z: tangent
x: cross(y, z)

#2eppo

Posted 06 May 2013 - 03:11 AM

Also called 'cylindrical billboards'.

 

They work similar to standard billboards, in that you want one specific vector of the billboard's orientation to always point in the direction of the camera (say its y-axis). The difference is you also want the laser to keep pointing in the direction of its tangent line (say the z-axis). Because of this you only have the freedom to reorient the billboard around its z-axis. So towards whatever direction you re-orient the y-axis, it needs the be orthogonal in respect to the z-axis. You can do this by orthonormalizing the camera-vertex vector in respect to the tangent vector.

 

So the three vectors that form a billboard matrix' orthogonal base are:

 

y: normalize(up - tangent * dot(up, tangent))

z: tangent
x: cross(y, z)

#1eppo

Posted 06 May 2013 - 03:11 AM

Also called 'cylindrical billboards'.

 

They work similar to standard billboard, in that you want one specific vector of the billboard's orientation to always point in the direction of the camera (say its y-axis). The difference is you also want the laser to keep pointing in the direction of its tangent line (say the z-axis). Because of this you only have the freedom to reorient the billboard around its z-axis. So towards whatever direction you re-orient the y-axis, it needs the be orthogonal in respect to the z-axis. You can do this by orthonormalizing the camera-vertex vector in respect to the tangent vector.

 

So the three vectors that form a billboard matrix' orthogonal base are:

 

y: normalize(up - tangent * dot(up, tangent))

z: tangent
x: cross(y, z)

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