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Open Sourcing Seurat: bringing high-fidelity scenes to mobile VR
- jessedhillon 8y agoIsn't this just view frustum culling?
- monocasa 8y agoNo, it's occlusion culling (offline baked as far as I understand it). It really reminds me of RAGE for the iPhone. https://blog.tojicode.com/2011/05/rage-webgl-tech-talk.html https://blog.tojicode.com/2011/05/rage-webgl-tech-talk.html
- HammadB 8y agoI may be understanding Seurat wrong but I think its more than just that. I think they bake a surface light field and do some form of image-based rendering against a much lower-poly version of the mesh.
- monocasa 8y agoYou're totally right; I misunderstood it.
- mattpharr 8y agoCorrect: it generates a surface light field from a set of RGBZ images that sample the scene surfaces. In turn, that's simplified into a set of alpha-textured quads that very accurately represent the scene from a specified headbox. View frustum culling wouldn't have been enough to render this stuff (https://www.roadtovr.com/preview-google-seurat-ilm-xlab-mobile-vr-rendering/ https://www.roadtovr.com/preview-google-seurat-ilm-xlab-mobi...) in VR on a mobile GPU. :-)
- jayd16 8y agoNot really. The process takes RGB and depth images and regenerates a new mesh of the scene. The process is able to reconstruct occluded objects by using multiple images from within a view box. That way the scene should look fully intact as long as the viewer is within the box. Think stitching together a 3d panorama but with enough capture data that you can also peek around things.
- John_KZ 8y agoIt's great for performance enhancement but it seems like it would never work with global illumination.
- jayd16 8y agoDepends what you need. Everythin including GI is baked into the mesh. If you want dynamic lights, you could try to bake a out the scene as diffuse and then again as normal maps. Then you can have simplified realitime illumination while still baking in AO, static diffuse lights, and the LODed mesh.