42 ms·
Photorealistic head in WebGL and WebVR
- bkmn 12y agoVideo: https://www.youtube.com/watch?v=g-Ynyq8e7dE https://www.youtube.com/watch?v=g-Ynyq8e7dE Hello VR devotees, I've been working on getting the Three.js head and skin demo working in a WebVR context. The basics are now working (press 'f' for vr fullscreen) and I'd love some feedback – and ideas on what you'd like to see next. Note: to get this demo working you'll need a firefox nightly build (more info at http://mozvr.com http://mozvr.com) or Chromium WebVR-build (https://drive.google.com/a/google.com/folderview?id=0BzudLt22BqGRbW9WTHMtOWMzNjQ&usp=sharing#list https://drive.google.com/a/google.com/folderview?id=0BzudLt2...), and naturally a VR headset. It's only been tested with OVR DK2, so I'd love feedback on other HMDs too.
- teach 12y agoIt would be nice if you included this info on the page itself. It wasn't obvious to me from the title that this demo requires VR; it's not just WebGL.
- bhouston 12y agoIt isn't that photorealistic. :( I much prefer these two: http://alteredqualia.com/xg/examples/deferred_skin.html http://alteredqualia.com/xg/examples/deferred_skin.html http://alteredqualia.com/xg/examples/deferred_skin_eyes.html http://alteredqualia.com/xg/examples/deferred_skin_eyes.html But it does work in WebVR. :)
- bkmn 12y agoYup, those are two even stronger. I'm hoping to 'convert' those two aswell, but I'm hoping to get some kind of facial animation running first :)
- tambourine_man 12y agoVery impressive. The eyes are still glassy and the nostril seems to be lighten from the bottom or from the inside, which is weird. But we are getting there.
- nsxwolf 12y agoThe way he stares at me when he moves is terrifying :(
- sakri 12y agoHere's a blog post by David Lenaerts about Deferred Subsurface Scattering using Compute Shaders for generating realistic skin : http://www.derschmale.com/2014/06/02/deferred-subsurface-scattering-using-compute-shaders/ http://www.derschmale.com/2014/06/02/deferred-subsurface-sca...
- bkmn 12y agoUpdated link with clearer instructions: https://cdn.rawgit.com/pbeck/head-webvr/release/index.html https://cdn.rawgit.com/pbeck/head-webvr/release/index.html
- castell 12y agoIs the code available (e.g. github)?
- bkmn 12y agoYup, https://github.com/pbeck/head-webvr https://github.com/pbeck/head-webvr
- mondainx 12y agoDangit [.WebGLRenderingContext]GL ERROR :GL_INVALID_OPERATION : glDrawElements: Source and destination textures of the draw are the same. index.html:1 WebGL: too many errors, no more errors will be reported to the console for this context.
- wahsd 12y agoAnyone know why it might not be working for me? All the other demos in this thread work.
- moron4hire 12y agoSo, the basics for taking any ol' Three.JS scene and getting it to run on a WebVR enabled browser comes down to querying for HMDs and Orientation sensors; passing an HMD object to the requestFullScreen function; handling resize events to set the render dimensions of the canvas by the HMD dimensions, but its CSS dimensions by the window dimensions; creating a THREE.VRControls object to wrap the camera object; and creating a THREE.VREffect object to wrap around the renderer. What sort of difficulties were you running into with this particular demo that made it more difficult than that?
- forrestthewoods 12y agoOpened in Chrome on a Windows 8 PC. It didn't work. I'm genuinely surprised anytime anything ever works in a WebGL context. It does not seem to happen very often.