After a bit of a delay, I’m finally starting my dev series.
The main goal is to expand my skill set, experiment, and play with different features and aspects of Babylon.js and 3D web development in general.
With the job market being pretty tough at the moment, I’m hoping this series will help me improve my knowledge, explore new ideas, increase my visibility, and hopefully lead to new opportunities along the way.
I’ll be using this thread to share different experiments, shaders, prototypes, technical studies, and larger projects as I build them.
These experiments will also follow my LinkedIn dev series and will be shared here alongside those posts.
The plan is to publish THREE smaller projects each week and ONE larger project in the same week, with each build varying in scope, difficulty, and the amount of work involved.
Let’s see where this goes.
With that said, let’s kick off with today’s subject:
You should distort the hologram by taking the cameras up and right vectors as the displacement direction for your distortion, that way the effect works the same no matter how you are looking at it.
I would have honestly done a multitap post process mixing method that uses depth passes and the main scene color to achieve this effect, that way you are not contingent on the geometry for displacement and are pixel perfect along with allowing mixture of other meshes into the “projection” effect.
I’ve tried experimenting with Raymarching technique a bit as I find quite fascinating, and here I am sharing a result of that experiment. I was focusing more on understanding the technique rather than creating something visually amazing, but I really like the potential and the effect I ended up with.
Will come back to it again for sure and dive into more meaningful examples. In the meantime be free to check it out and or give some inputs, especially regarding performance on lower end devices.