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Show HN: I made a 3D SVG Renderer that projects textures without rasterization

badmintonbaseba

I don't think your algorithm is correct. At least on the checkerboard example on the cube face the diagonals are curved. Perspective transformation doesn't do that.

Possibly you do the subdivisions along the edges uniformly in the target space, and map them to uniform subdivisions in the source space, but that's not correct.

edit:

Comparison of the article's and the correct perspective transform:

https://imgur.com/RbRuGxD

Karliss

Considering that the author considers math below his pay-grade not a huge surprise that it is wrong.

frizlab

YES! I was taken aback by that statement too. I think the opposite: in this age of AI, actually knowing things will be a huge bonus IMHO.

fc417fc802

> math below his pay-grade

Completely backwards. Math is much more difficult than programming and LLMs still can't consistently add numbers correctly last I checked. What a strange attitude to take.

jeremyscanvic

Also known as the good ol' straight lines remain straight in perspective drawing!

mistercow

Even more obviously, the squares in the front aren’t bigger than the squares in the back. It looks like each square has equal area even as their shapes change.

It’s fascinating how plausible it looks at a glance while being so glaringly wrong once you look at it more closely.

seveibar

I've updated the article with the fixed projection transform! I had to make an animation as well just to validate it- I fooled myself!

jeremyscanvic

The fixed rendering looks really nice. Good job!

seveibar

Author here: I don’t think the commenter here has set the same focal length, the focal length can make a surface appear curved, I set it explicitly to a low value to test the algorithm’s ability to handle the increased distortion. You can google “focal length distortion cube” to see examples of how a focal length distorts a grid or you can google “fish eye lens cube” etc.

Edit: I think there’s a lot of confusion because the edges of the cube (the black lines), do not incorporate the perspective transform all along their edge. The texture is likely correct given the focal length, and the cube’s edge is misleadingly straight. My bad, the technique is valid, but the black lines of the cube’s edge are misleadingly straight (they are not rendered the same way as the texture)

Masterjun

I think the original commenter is correct that there is a mistake in the perspective code. It seems the code calculates the linear interpolation for the grid points too late. It should be before projecting, not after.

I opened an issue ticket on the repository with a simple suggested fix and a comparison image.

https://github.com/tscircuit/simple-3d-svg/issues/14

seveibar

That admittedly looks a lot more correct! Thanks for digging in, i will absolutely test and submit a correction to the article (i am still concerned the straight edges are misleading here)! And thanks to the original commentor as well! I think I will try to quickly output an animated version of each subdivision level, the animation would make it a lot more clear for me!

jeremyscanvic

I might be missing something but you sound genuinely confused to me. The perspective in your post is linear perspective. It's the one used in CSS and it doesn't curve straight lines/planes. It's not the perspective of fish-eye images (curvilinear perspective).

seveibar

I was at least a little confused because yea fish eye isn’t possible with a 4x4 perspective transform matrix. I’m investigating an issue with the projection thanks to some help from commenters and there will be a correction in the article, as well as an animation which should help confirm the projection code.

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ricardobeat

Is it actually possible to draw the correct perspective using only affine transformations? I thought that was the point of the article.

badmintonbaseba

It is possible to approximate perspective using piecewise affine transformations. It is certainly possible to match the perspective transformation at the vertices of the subdivisions, and only be somewhat off within.

itishappy

With 6 degrees of freedom, you can only fit 3 2d points at a time. Triangulation causes the errors shown in the article, hence why subdivision is needed.

jeremyscanvic

I think GP's point is that besides the unavoidable distortions coming from approximating a perspective transform by a piece-wise affine transform, the implementation remains incorrect.

gyf304

It’s worth noting that this same restriction of not being able to do perspective transformations is also one of the defining characteristics of PlayStation 1 graphics. And the workaround of subdivision is also the same workaround PS1 games used.

More reading: https://retrocomputing.stackexchange.com/questions/5019/why-...

bhouston

It is also a limitation that many initial DOS 3D software rasterized games had (e.g. Descent.)

This is because perspective transform requires a divide per pixel and it was too costly on the CPUs of the time, so they skipped it to get acceptable performance.

BearOso

It's also commonly known that Quake only did a perspective divide every 16 pixels.

It's funny that, in today's CPUs, floating point divide is so much faster than integer divide.

bn-l

Huh that’s so crazy. I had that in my head as I was reading the article. I was thinking about some car game and the way the panels would look when it rotated in your “garage”.

JKCalhoun

Subdivision is a good trick.

A friend was writing a flight simulator from scratch (using Foley and van Dam as reference for all the math involved). A classic perspective problem might be a runway.

Imagine a regularly spaced dashed line down the runway. If you get your 3D renderer to the stage that you can texture quads with a bitmap, it might seem like a simple thing to have a large rectangle for the runway, a bitmap with a dashed line down the center for the texture.

But the texture mapping will not be perspective (well, not without a lot of complicated math involved).

Foley and van Dam say — break the runway into a dozen or so "short" runways laid end to end (subdivide). The bitmap texture for each is just a single short stripe. Now because you have a bunch of these quads end to end, it is as if there is a longer runway and a series of dashed lines. And while each individual piece of the runway (with a single stripe), is not in itself truly perspective, each quad as it gets farther from you is nonetheless accounting for perspective — is smaller, more foreshortened.

kibibu

Perspective correct texture mapping has been solved for quite some time without excessive subdivision.

It was avoided in the Foley and Van Dam days because it requires a division per rasterized pixel, which was very slow in the late 80s.

taylorius

Back in the early 90s I did a version of Bresenham's algorithm that would rasterize the hyperbolic curves that perspective-correct texture mapping required. It worked correctly though the technique of just doing a division every n pixels and linearly interpolating won out in the end, if I recall.

rixed

You could also avoid divisions entirely, while still keeping 100% correct perspective, by "rasterizing" the polygon following the line of constant Z. You would save the divs, but then you would draw mostly outside the cache, so not a panacea, but for large surfaces it was noticeably nicer than divide-every-N-pixcels approximation.

jesse__

"it's a lightweight SVG renderer"

Meanwhile.. drawing 512 subdivisions for a single textured quad.

It's a cute trick, certainly, but ask this thing to draw anything more than a couple thousand elements and I bet it's going to roll over very quickly.

Just use webgl where perspective-correct texture mapping is built into the hardware.

seveibar

The goal for this vanilla TS renderer is to have visual diffing on GitHub and a renderer that works without a browser environment. Most 3D renderers focus on realtime speed, not file size and runtime portability. I think in practice we will configure the subdivisions at something like 64 for a good file size tradeoff

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kookamamie

Why use SVG for this, though? This could be easily implemented as pure JS software rasterizer without all the tessellation workarounds.

ricardobeat

> The goal for this vanilla TS renderer is to have visual diffing on GitHub and a renderer that works without a browser environment

shaftway

Neat technique.

I was on the original SVG team at Adobe back in '00 and built some of the first public demos that used the technology. This kind of 3d work was some of the first stuff I tried to do and found it similarly lacking due to the lack of possible transforms. I had some workarounds of my own.

One demo had a 3d stack of floors in a building for a map. It used an isometric perspective (one where parallel lines never converge) and worked pretty well. That is pretty easy and can be accomplished with rotation and scaling transforms.

The other was a 3d molecule viewer where you could click and drag around to view the structure. This one basically used SVG as a canvas with x and y coordinates for drawing. All of the 3d movement was done in Javascript, computing x and y coordinates and updating shapes in the SVG DOM. Styles were used to handle single / double / triple bonds, and separate groups were used to layer everything for legibility.

exabrial

I hope someday where we get back to a simple HTML/CSS standard for "text" pages and that's it. No JavaScript, no DOM. This covers 70% of the web use cases.

"Everything else" would be a pluggable execution runtime that are distributed as browser plugins: [WASM Engine, JVM engine, SPIR-V Engine, BEAM Engine, etc] with SVG as the only display tech. The last thing we'd define is an interrupt and event model for system and user interactions.

iamleppert

What does he think SVG is doing under the hood? Rasterization. Everything does rasterization at some point in the process. Calculating 512 clip paths to render a single quad that could be drawn in a single for loop is insane.

itishappy

SVG has no concept of 3d space so you'd have to write your own SVG rasterizer if you want it to render perspective.

leptons

SVG is the wrong tool for this job.

rixed

...and transfer all those pixels to the browser.

laszlokorte

Very cool! Just just implemented an SVG 3D renderer a few weeks ago [1]. But I did not implement texturing yet and wondered how one could do this.

[1]: https://youtu.be/kCNHQkG1Q24?si=3VxfVFtG2MiEEmlX

seveibar

Your renderer looks awesome! I was surprised there wasn't an "off the shelf" SVG renderer in native TS/JS, it's a big deal to be able to create 3D models without a heavy engine for visual snapshot testing!

CrimsonCape

When you loaded Suzanne, my eye could detect framerate drop when moving the model. What is the hot path in the calculations?

laszlokorte

The implementation shown in the video is actually particularly slow because all the geometric transformations are implemented in terms of lenses/optics ([1]) and ramdajs ([2]). So the whole mess is a gigantic stack of nested, composed and curried functions, instead of raw linear algebra (just becaus I could).

I later optimized the hotpath and it is significantly faster (still miles behind webgl/webgpu obviously). You can try yourself if you scroll alll the way to the veeeerrrry bottom here [3].

[1]: https://github.com/calmm-js/partial.lenses [2]: https://ramdajs.com/ [3]: https://static.laszlokorte.de/svatom/

badmintonbaseba

An other approach would be to apply the transformation to SVG elements separately. Inkscape has a perspective transformation tool, which you can apply to paths (and paths only). It probably needs to do approximation and subdivision on the path itself though, which is possibly more complex.

rollulus

I’m afraid your CSS triangles are still rendered through rasterization but a good job nonetheless.

bufferoverflow

But he isn't limited to one specific resolution. If he used PNG, he would be limited.

unwind

Very nice-looking for being SVG!

One possibly uncalled-for piece of feedback: is that USB-C connection finished, and is it complying with the various detection resistor requirements for the CCx pins? It seemed very bare and empty, I was expecting some Rd network to make the upstream host able to identify the device. Sorry if I'm missing the obvious, I'm not an electronics engineer.

See [1] for instance.

[1]: https://medium.com/@leung.benson/how-to-design-a-proper-usb-...

seveibar

Because it’s only being used for power and doesn’t need a lot of power, it works for the simple board we rendered. In practice you would absolutely want to set the CC1 and CC2 configuration with resistors!

weinzierl

This is a cool project and I think I can use that. I was just wondering if perspective correctness was all that important for a PCB renderer? The distortion should be minimal for these kind of images and I think old CAD programs often did not use correct perspective as well.

seveibar

We could absolutely use isometric projection, but personally I find them a bit hard to visually parse.

JKCalhoun

Some wild stuff about "defs" that I was unaware of in SVGs.

90s_dev

Defs is also how the arrows work in this WebGL2 diagram[2], and in fact, I don't think they're possible without defs, because of `marker-end` which seems to require a marker present in defs.

[2] https://webgl2fundamentals.org/webgl/lessons/resources/webgl...

seveibar

Defs saved the day here on file size- repeating the image (which we usually base64 encode) would have caused a much larger file size and made rasterization much more appealing!