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Author of the demo here. Some background info about origin of the head model (of which my WebGL rendering is just a pale shadow, check following links for reall
by bd 13y ago
Author of the demo here. Some background info about origin of the head model (of which my WebGL rendering is just a pale shadow, check following links for really high quality offline renders and also animation capture).
The head model was based on 3D scan using DIY scanning apparatus created by a single very talented person in his spare time - artist Lukáš Hajka:
http://pchiik.tumblr.com/ http://pchiik.tumblr.com/
He documented his process here:
http://www.zbrushcentral.com/showthread.php?177615-DIY-Universal-Capture-System http://www.zbrushcentral.com/showthread.php?177615-DIY-Unive...
http://www.cgfeedback.com/cgfeedback/showthread.php?t=3776 http://www.cgfeedback.com/cgfeedback/showthread.php?t=3776
At first it was just static model, later on he created a pipeline also for capturing animations:
http://www.youtube.com/watch?v=MgceFBMYvSU http://www.youtube.com/watch?v=MgceFBMYvSU
http://www.youtube.com/watch?v=GOV7wvMZFBs http://www.youtube.com/watch?v=GOV7wvMZFBs
Lukáš deserves most of the praise, the model is just great. Shading I used here is actually pretty simple, I used more complex techniques elsewhere yet the overall results didn't look as good as this model with a simpler technique.
Here are some of my earlier attempts, each using a different technique:
http://alteredqualia.com/three/examples/webgl_materials_skin.html http://alteredqualia.com/three/examples/webgl_materials_skin...
http://alteredqualia.com/three/examples/webgl_materials_bumpmap_skin.html http://alteredqualia.com/three/examples/webgl_materials_bump...
http://alteredqualia.com/xg/examples/forward_materials_skin_jonas.html http://alteredqualia.com/xg/examples/forward_materials_skin_...
- frik 13y agoYou have several really great WebGL demos on your site, e.g. animation_physics_level For some reasons they don't work in IE11 which has WebGL support. Is it because of Three.js or your xg library?
- bd 13y agoI try to push the limits of WebGL, I'm using almost everything there is, plenty of extensions (bear in mind these are not really exotic features, most are supported by majority of GPUs out there, native desktop games use much wider set of capabilities, it's just that WebGL implementations are only exposing them slowly). In general Chrome has the most complete WebGL implementation, though Firefox does seem to be catching up recently (they do push for WebGL 2 so some features are popping up in WebGL 1 as extensions, but for example Firefox uses much older version of ANGLE and also no DX11 ANGLE in sight there, so on Windows Firefox is still quite behind Chrome). IE11 WebGL on the other hand has troubles even just with basic WebGL specs, it still has broken and not implemented features, not even speaking about majority of extensions.
- _random_ 13y agoIs it possible to reproduce with something standard that most browsers can use, e.g. Unity3D or Flash?
- arcatek 13y agoYou miss the point of a WebGL demo
- billrobertson42 13y agoIs the source of limitation browser implementation of OpenGL? Or is it a combo of the browser + OS? Or Browser + OS + graphics drivers?
- lcrs 13y agoThe page header mentions "filmic tonemapping", I'd love to hear what that entailed in this case - is it a post-render 3D LUT as some games now do? I couldn't see anything from reading the source... I'm really interested in how we perceive quality of colour in CG renders, and how CG in movies which goes through a print film LUT is helped or harmed by the process.
- bd 13y agoI do tonemapping in a final compositing step of deferred rendering. Here are formulas: http://filmicgames.com/archives/75 http://filmicgames.com/archives/75 John Hable did a great job proselytizing virtues of linear space lighting and proper tonemapping. http://filmicgames.com/archives/category/tonemapping http://filmicgames.com/archives/category/tonemapping http://filmicgames.com/archives/category/gamma http://filmicgames.com/archives/category/gamma There have been also SIGGRAPH course if you want to delve-in deeper: http://renderwonk.com/publications/s2010-color-course/ http://renderwonk.com/publications/s2010-color-course/
- lcrs 13y agoThose SIGGRAPH talks, OCIO and Jeremy Selan's http://cinematiccolor.com http://cinematiccolor.com have been a touchstone a while :) Thank you so much for the filmicgames link, that's exactly what I was curious about. In return maybe I can offer the Academy's linear-to-display reference rendering transform, which is intended to replace the myriad of tonemapping LUTs currently used for film: https://github.com/ampas/aces-dev/blob/master/transforms/ctl/rrt/rrt.ctl https://github.com/ampas/aces-dev/blob/master/transforms/ctl...