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Kudos to Romain Guy on the Android Graphics team. Stunning WebGL demo here: http://www.curious-creature.com/2017/08/14/physically-based-rendering-demo/ http://
by ArtWomb 8y ago
Kudos to Romain Guy on the Android Graphics team. Stunning WebGL demo here:
http://www.curious-creature.com/2017/08/14/physically-based-rendering-demo/ http://www.curious-creature.com/2017/08/14/physically-based-...
Good example of visual state-of-the-art on Android is probably the ARK dinosaur game. The Vulkan API is now included on latest Android. And with the compact gltf 2.0 format we can expect great experiences on mobile ;)
Vulkan glTF 2.0
https://www.youtube.com/watch?v=sl7iN-vQCOs&list=PLy80eMh1-zPUz7y1JtFiS9I6H7_trBUAf https://www.youtube.com/watch?v=sl7iN-vQCOs&list=PLy80eMh1-z...
- RomainGuy 8y agoThe WebGL demo was the initial prototype of Filament :)
- naikrovek 8y agoglTF is pretty great, to be honest. At work I am writing a tool to convert Creo View models to glTF 2.0 models and I am experiencing actual joy while doing it. I looked at the COLLADA and glTF formats (I wanted something open) and very quickly chose glTF 2. I don't have any 3D format implementation experience, and I implemented glTF 2 in Golang in a day, or less. Anyway, it's a great format (AFAIK) and I wish more 3D modeling tools supported it. I imagine more will come on board as time passes.
- timdorr 8y agoAny thoughts on these criticisms from this Wikipedia article? https://en.wikipedia.org/wiki/GlTF#Criticism https://en.wikipedia.org/wiki/GlTF#Criticism (I'm not agreeing or disagreeing with them, I'm genuinely curious to hear from someone working with the format at the implementation level)
- naikrovek 8y agoI wonder if some of those are criticisms of glTF 1, rather than 2. GlTF 2 is a lot different and much more fully featured than v1 was. Scene structure in v2 offers everything Creo View offers and pretty closely matches what is available in the Unity3D hierarchy, from what I've seen. You assign one or more meshes to a node element (rinse and repeat) and you arrange them in parent & child configurations. Transform matrices of parents pass down to children, and so on. If a child node has its own matrix specified, it is multiplied with the computed parent matrix, resulting in the final transform applied to whatever mesh(es) defined in that node. Exactly the same as what Unity or Unreal do. So the scene structure criticism doesn't hold water for me. Same for materials. GlTF v2 supports PBR materials with or without texture maps, normal maps, occlusion maps, and emissive maps. All of those are optional and you can set things like color and normals, opacity, and emissivity all without textures if you want. Most glTF tools out there, including a lot of open source things like blender importers and exporters, assume that there will always be textures to define those material properties, and completely ignore non-texture material parameters like BaseColorFactor, which is incredibly annoying because NONE of the models at my work use textures for anything. Things like lettering on placards is modeled, not textured, and no UV maps exist for anything. This will be an interesting/infuriating problem when it comes time to view these models in a game engine in a production setting. Optimization in game engines relies on things like textures and UV maps. To that end I have a to-do item on my list to simply generate small map images for these things and set give each material one pixel on the maps and make all UV coords for a mesh with a given material point to that pixel. That will probably work, and it will probably appease the half-implemented open source stuff I've come across. Runtime lightmaps will not work this way, however. I can't speak to the animation features of glTF, since I'm dealing with CAD data. Our models are individual parts assembled into whole assemblies or vehicles at runtime, and not stored as whole models.
- sydd 8y agoany mirror for the WebGL demo? its down
- dwaite 8y agoAFAIK Vulkan is still optional in latest Android.
- pjmlp 8y agoVulkan might be included on Android, but good luck getting a version that actually works across all devices. https://vulkan.gpuinfo.org/vulkansupport.php#android_devices https://vulkan.gpuinfo.org/vulkansupport.php#android_devices