there are 2 approaches I can think of for this:
3D reconstruction based
so you need to reconstruct the 3D scene from motion (not an easy task and way of my cup of tea). then you simply apply modulation to the selected mesh texture based on u,v
texture mapping coordinates and time of animation.
Describe such topic will not fit in SO answer so you should google some CV books/papers on the subject instead.
Image processing based
you simply segmentate the image based on color continuity/homogenity. So you group neighboring pixels that have similar color and intensity (growing regions). When done try to fake surface 3D reconstruction based on intensity gradients similar to this:
and after that create u,v
mapping where one axis is depth.
When done then just apply your sin-wave effect modulation to color.
I would divide this into 2 stages. 1st pass will segmentate (I would chose CPU side for this) and second for the effect rendering (on GPU).
As this is form of augmented reality you should also read this:
btw what is done on that video is neither of above options. They most likely have the mesh for that car already in vector form and use silhouette matching to obtain its orientation on image ... and rendered as usual ... so it would not work for any object on the scene but only for that car ... Something like this:
[Edit1] GLSL highlight effect
I took this example:
And added the highlight to it like this:
On CPU side I added animz
variable
it determines the z
coordinate in object local coordinate system LCS where the highlight is actually placed. and I animate it in timer between min and max z value of rendered mesh (cube) +/- some margin so the highlight does not teleport at once from one to another side of object...
// global
float animz=-1.0;
// in timer
animz+=0.05; if (animz>1.5) animz=-1.5; // my object z = <-1,+1> 0.5 is margin
// render
id=glGetUniformLocation(prog_id,"animz"); glUniform1f(id,animz);
Vertex shader
I just take vertex z coordinate and pass it without transform into fragment
out float pixel_z; // fragment z coordinate in [LCS]
pixel_z=pos.z;
Fragment shader
After computing target color c
(by standard rendering) I compute distance of pixel_z
and animz
and if small then I modulate c
with a sinwave depended on the distance.
// highlight effect
float z;
z=abs(pixel_z-animz); // distance to animated z coordinate
z*=1.5; // scale to change highlight width
if (z<1.0)
{
z*=0.5*3.1415926535897932384626433832795; // z=<0,M_PI/2> 0 in the middle
z=0.5*cos(z);
c+=vec3(0.0,z,z);
}
Here the full GLSL shaders...
Vertex:
#version 400 core
#extension GL_ARB_explicit_uniform_location : enable
layout(location = 0) in vec3 pos;
layout(location = 2) in vec3 nor;
layout(location = 3) in vec3 col;
layout(location = 0) uniform mat4 m_model; // model matrix
layout(location =16) uniform mat4 m_normal; // model matrix with origin=(0,0,0)
layout(location =32) uniform mat4 m_view; // inverse of camera matrix
layout(location =48) uniform mat4 m_proj; // projection matrix
out vec3 pixel_pos; // fragment position [GCS]
out vec3 pixel_col; // fragment surface color
out vec3 pixel_nor; // fragment surface normal [GCS]
// highlight effect
out float pixel_z; // fragment z coordinate in [LCS]
void main()
{
pixel_z=pos.z;
pixel_col=col;
pixel_pos=(m_model*vec4(pos,1)).xyz;
pixel_nor=(m_normal*vec4(nor,1)).xyz;
gl_Position=m_proj*m_view*m_model*vec4(pos,1);
}
Fragment:
#version 400 core
#extension GL_ARB_explicit_uniform_location : enable
layout(location =64) uniform vec3 lt_pnt_pos;// point light source position [GCS]
layout(location =67) uniform vec3 lt_pnt_col;// point light source color&strength
layout(location =70) uniform vec3 lt_amb_col;// ambient light source color&strength
in vec3 pixel_pos; // fragment position [GCS]
in vec3 pixel_col; // fragment surface color
in vec3 pixel_nor; // fragment surface normal [GCS]
out vec4 col;
// highlight effect
in float pixel_z; // fragment z coordinate in [LCS]
uniform float animz; // highlight animation z coordinate [GCS]
void main()
{
// standard rendering
float li;
vec3 c,lt_dir;
lt_dir=normalize(lt_pnt_pos-pixel_pos); // vector from fragment to point light source in [GCS]
li=dot(pixel_nor,lt_dir);
if (li<0.0) li=0.0;
c=pixel_col*(lt_amb_col+(lt_pnt_col*li));
// highlight effect
float z;
z=abs(pixel_z-animz); // distance to animated z coordinate
z*=1.5; // scale to change highlight width
if (z<1.0)
{
z*=0.5*3.1415926535897932384626433832795; // z=<0,M_PI/2> 0 in the middle
z=0.5*cos(z);
c+=vec3(0.0,z,z);
}
col=vec4(c,1.0);
}
And preview:
This approach does not require textures nor u,v
mapping.
[Edit2] highlight with start point
There are many ways how to implement it. I chose distance from the start point as a highlight parameter. So the highlight will grow from the point in all directions. Here preview for two different touch point locations:
The white bold cross is the location of touch point rendered for visual check. Here the code:
Vertex:
// Vertex
#version 400 core
#extension GL_ARB_explicit_uniform_location : enable
layout(location = 0) in vec3 pos;
layout(location = 2) in vec3 nor;
layout(location = 3) in vec3 col;
layout(location = 0) uniform mat4 m_model; // model matrix
layout(location =16) uniform mat4 m_normal; // model matrix with origin=(0,0,0)
layout(location =32) uniform mat4 m_view; // inverse of camera matrix
layout(location =48) uniform mat4 m_proj; // projection matrix
out vec3 LCS_pos; // fragment position [LCS]
out vec3 pixel_pos; // fragment position [GCS]
out vec3 pixel_col; // fragment surface color
out vec3 pixel_nor; // fragment surface normal [GCS]
void main()
{
LCS_pos=pos;
pixel_col=col;
pixel_pos=(m_model*vec4(pos,1)).xyz;
pixel_nor=(m_normal*vec4(nor,1)).xyz;
gl_Position=m_proj*m_view*m_model*vec4(pos,1);
}
Fragment:
// Fragment
#version 400 core
#extension GL_ARB_explicit_uniform_location : enable
layout(location =64) uniform vec3 lt_pnt_pos;// point light source position [GCS]
layout(location =67) uniform vec3 lt_pnt_col;// point light source color&strength
layout(location =70) uniform vec3 lt_amb_col;// ambient light source color&strength
in vec3 LCS_pos; // fragment position [LCS]
in vec3 pixel_pos; // fragment position [GCS]
in vec3 pixel_col; // fragment surface color
in vec3 pixel_nor; // fragment surface normal [GCS]
out vec4 col;
// highlight effect
uniform vec3 touch; // highlight start point [GCS]
uniform float animt; // animation parameter <0,1> or -1 for off
uniform float size; // highlight size
void main()
{
// standard rendering
float li;
vec3 c,lt_dir;
lt_dir=normalize(lt_pnt_pos-pixel_pos); // vector from fragment to point light source in [GCS]
li=dot(pixel_nor,lt_dir);
if (li<0.0) li=0.0;
c=pixel_col*(lt_amb_col+(lt_pnt_col*li));
// highlight effect
float t=length(LCS_pos-touch)/size; // distance from start point
if (t<=animt)
{
t*=0.5*3.1415926535897932384626433832795; // z=<0,M_PI/2> 0 in the middle
t=0.75*cos(t);
c+=vec3(0.0,t,t);
}
col=vec4(c,1.0);
}
You control this with uniforms:
uniform vec3 touch; // highlight start point [GCS]
uniform float animt; // animation parameter <0,1> or -1 for off
uniform float size; // max distance of any point of object from touch point