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Physically Based Rendering Comes to WebGL
- swalsh 12y agoThis is the first time I've seen playcanvas. It's a very impressive platform so far. A pretty good potential competitor with unity in the future?
- bhouston 12y agoPlayCanvas is very nice! And nice people as well. It is hard to compete with Unity with the same efficiency on all the non-web platforms platforms supported by Unity when it has to run in a browser/JavaScript. But for web-based games PlayCanvas beats out Unity clearly.
- nacs 12y ago> But for web-based games PlayCanvas beats out Unity clearly. For the moment at least, if you discount the Unity plugin approach. Unity 5, the coming version, features a (plugin-less) WebGL-export (and I believe the Unity 5 beta already supports it): https://blog.mozilla.org/blog/2014/03/18/mozilla-and-unity-bring-unity-game-engine-to-webgl/ https://blog.mozilla.org/blog/2014/03/18/mozilla-and-unity-b...
- bhouston 12y agoTo a degree, but Unity 5 isn't at all like a JavaSCript app. It's WebGL approach is basically to convert C++ and C# -> JavaScript via emScripten. It is a messy approach and it doesn't really take advantage of what the web offers -- because you still create your game in C#. I think anyone that wants to target the web primary should use something that isn't based on a large emScripten blob as their engine. This will become more and more of a liability as time goes on. But this does give Unity 5 a checkbox besides WebGL.
- daredevildave 12y agoThe Unity WebGL export is great news. It is pushing forward the platform. However, the reality is that they are desktop only, at least for the foreseeable future. The Emscripten Webplayer generates a significant blob of Javascript which doesn't work well on mobile. Raw Javascript engine's like PlayCanvas are ~500Kb compared to ~10MB for Unity in Javascript.
- duaneb 12y agoMaybe, but performance is still pretty terrible for a number of reasons (GC/optimized features vary greatly across browsers) compared to one run by a more static VM. As a raw GPU driver, it works pretty well, though.
- mauricesvay 12y agoalso https://labs.sketchfab.com/siggraph2014/ https://labs.sketchfab.com/siggraph2014/
- mrmoka 12y agoWeird, but sketchfab demo is really slow here.
- bhouston 12y agoIt seems broken right now. I think this was a special purpose demo. It did work back when it was released.
- Maken 12y agoI love how the physically-based model include an ambient map. Because you can't have those with Blinn-Phong shading. Also, by physically-based rendering I assume they mean physically-plausible shaders.
- bhouston 12y agoSweet! Beautiful work. PS. https://Clara.io https://Clara.io also has support for physically-based rendering in WebGL, just use the "Physical" material. :)
- mrmoka 12y agoNice! Is there are any nice demo with CubeMaps?
- bhouston 12y agoIt isn't yet officially released so I am not yet showing off the demos. But you can try it yourself, just create a new scene and add a Physical material to an object. From a technical perspective, it is an implementation of GGX, Schlick, Anisotropy/Anisotropy Rotation, Translucent SSS, and Clear Coat.
- duaneb 12y agoI gotta say, it's mighty ironic to use CubeMaps when testing out physically based rendering. Clearly, only the material is physically based :P
- kagia 12y agoIt worked really well for me, and I hope to see some more demos!
- solarmist 12y agoDid anyone else think of the book when they read the title? http://www.pbrt.org/ http://www.pbrt.org/
- bhouston 12y agoThat is where this originated, at least in part. :) BTW one of the best references is this: http://blog.selfshadow.com/publications/s2013-shading-course/ http://blog.selfshadow.com/publications/s2013-shading-course...
- Htsthbjig 12y agoWorked in Firefox with a recent iMac, but slow in fullscreen. So I opened it in chrome and it hangs my iMac. I do graphics programming and use 3D a lot, and it is the first time my machine hangs.
- Raticide 12y agoRuns fullscreen in Chrome on my iMac just fine. Framerate isn't so hot though.