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Constructing 3D
Scenes with
By Ronie Salgado
Loading Woden Engine in
Pharo 7 and 8
Go to https://github.com/woden-engine/woden and do the
following script:

Metacello new

baseline: 'WodenEngine';

repository: ‘github://woden-engine/woden/tonel';

load.

Innovation award demo:

Voyage in the Wodanic Alpha

https://www.youtube.com/watch?v=p7blxmlhHQQ
About this talk
• This is not a talk about the internals or the low-level
details in Woden Engine.

• This is a talk about:

• 3D graphics and Art.

• Prototyping simulations in Pharo.
Talk outline
• Brief description of WODEN Engine.

• Example using Woden Roassal.

• Example using the new Entity System.
Abstraction layers in Woden
Engine
• Very low level graphics API: AbstractGPU (standalone C
library).

• Lower level: Woden Core (WDC Prefix), resource caching and
management.

• Low level: Woden Scene Graph (WDS Prefix).

• High level 1: Woden Roassal for data visualization (RW
Prefix).

• High level 2: Woden Entity System for video game
development (WDES Prefix).
New features
• Full adoption of the PBR Metallic-Roughness lighting and
material model.

• glTF 2.0 model importer (Animations not yet supported).

• Procedural textures in Pharo translated to GPU shaders.

• Particle systems programmed in Pharo.

• HDR, auto exposure and filmic curve tone mapping.
PBR Metallic-Roughness
Workflow
• Material and lighting model developed by Disney and
Pixar.

• Realtime algorithms and implementation developed by
Epic Games for Unreal Engine 4.

• Materials are independent of lighting.

• Mandated by the glTF 2.0 model format spec.
PBR Material Parameters
• Albedo or Base Color.

• Normal map.

• Metallic (Binary value, 0 for non-metal, 1 for metal. Blue
channel).

• Roughness (Value between 0 and 1. Green channel).

• Ambient-Occlussion or Cavity. (Red channel)
Image Based Lighting (IBL)
Environment lighting approximation from Real Shading in
Unreal Engine 4 by Brian Karis
IBL in Woden Engine
glTF Sample Model Damaged Helmet from:

https://github.com/KhronosGroup/glTF-Sample-Models
PBR Material Sample: Sand
Albedo Normal RMA
PBR Material Sample: Sand
Importing glTF 2.0 models
The easiest way to construct a 3D scene with Woden Engine
glTF Sample Model Sponza from:

https://github.com/KhronosGroup/glTF-Sample-Models
WDASceneExamples exampleModelSponza
Woden Roassal
• Data visualization scripting DSL written above of Woden
Engine.

• Not all features are exposed in Woden Roassal.

• Woden Roassal is easy to use:

• In a Playground.

• For scripting.

• And for prototyping.
Woden Roassal Example
Balloon attached to a string
Woden Roassal Example
Physics

Newton second law: F = ma -> a = F/m

Gravity: (0, -9.8, 0)

Buoyancy: (0, 12, 0)

Hooke’s Law (Springs): F = -∆lk

Damping: F = -cv

T = r x F

T = Iw
Woden Entity System
• Entity-Component system implemented on top of Woden
Engine.

• Designed for video game development.

• Supports:

• 3D Graphics through the Woden Scene graph.

• Physics through Bullet bindings.

• Spatial sound through OpenAL.
Woden Entity System
Example
Hot air balloon vehicle
WDAESProceduralSamples example04BalloonVehicle
Voyage of the
WODANIC ALPHA
https://www.youtube.com/watch?v=p7blxmlhHQQ
Features of the Demo
• Demo of the Entity System combining procedural with
hand made content.

• Terrain and textures are generated with Pharo code.

• Particles are simulated with Pharo.

• The boat dashboard is another Woden application.
Questions

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Constructing 3D Scenes with Woden Engine

  • 2. Loading Woden Engine in Pharo 7 and 8 Go to https://github.com/woden-engine/woden and do the following script: Metacello new baseline: 'WodenEngine'; repository: ‘github://woden-engine/woden/tonel'; load. Innovation award demo: Voyage in the Wodanic Alpha https://www.youtube.com/watch?v=p7blxmlhHQQ
  • 3. About this talk • This is not a talk about the internals or the low-level details in Woden Engine. • This is a talk about: • 3D graphics and Art. • Prototyping simulations in Pharo.
  • 4. Talk outline • Brief description of WODEN Engine. • Example using Woden Roassal. • Example using the new Entity System.
  • 5. Abstraction layers in Woden Engine • Very low level graphics API: AbstractGPU (standalone C library). • Lower level: Woden Core (WDC Prefix), resource caching and management. • Low level: Woden Scene Graph (WDS Prefix). • High level 1: Woden Roassal for data visualization (RW Prefix). • High level 2: Woden Entity System for video game development (WDES Prefix).
  • 6. New features • Full adoption of the PBR Metallic-Roughness lighting and material model. • glTF 2.0 model importer (Animations not yet supported). • Procedural textures in Pharo translated to GPU shaders. • Particle systems programmed in Pharo. • HDR, auto exposure and filmic curve tone mapping.
  • 7. PBR Metallic-Roughness Workflow • Material and lighting model developed by Disney and Pixar. • Realtime algorithms and implementation developed by Epic Games for Unreal Engine 4. • Materials are independent of lighting. • Mandated by the glTF 2.0 model format spec.
  • 8. PBR Material Parameters • Albedo or Base Color. • Normal map. • Metallic (Binary value, 0 for non-metal, 1 for metal. Blue channel). • Roughness (Value between 0 and 1. Green channel). • Ambient-Occlussion or Cavity. (Red channel)
  • 9. Image Based Lighting (IBL) Environment lighting approximation from Real Shading in Unreal Engine 4 by Brian Karis
  • 10. IBL in Woden Engine glTF Sample Model Damaged Helmet from: https://github.com/KhronosGroup/glTF-Sample-Models
  • 11. PBR Material Sample: Sand Albedo Normal RMA
  • 13. Importing glTF 2.0 models The easiest way to construct a 3D scene with Woden Engine glTF Sample Model Sponza from: https://github.com/KhronosGroup/glTF-Sample-Models WDASceneExamples exampleModelSponza
  • 14. Woden Roassal • Data visualization scripting DSL written above of Woden Engine. • Not all features are exposed in Woden Roassal. • Woden Roassal is easy to use: • In a Playground. • For scripting. • And for prototyping.
  • 15. Woden Roassal Example Balloon attached to a string
  • 16. Woden Roassal Example Physics Newton second law: F = ma -> a = F/m Gravity: (0, -9.8, 0) Buoyancy: (0, 12, 0) Hooke’s Law (Springs): F = -∆lk Damping: F = -cv T = r x F T = Iw
  • 17. Woden Entity System • Entity-Component system implemented on top of Woden Engine. • Designed for video game development. • Supports: • 3D Graphics through the Woden Scene graph. • Physics through Bullet bindings. • Spatial sound through OpenAL.
  • 18. Woden Entity System Example Hot air balloon vehicle WDAESProceduralSamples example04BalloonVehicle
  • 19. Voyage of the WODANIC ALPHA https://www.youtube.com/watch?v=p7blxmlhHQQ
  • 20. Features of the Demo • Demo of the Entity System combining procedural with hand made content. • Terrain and textures are generated with Pharo code. • Particles are simulated with Pharo. • The boat dashboard is another Woden application.