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RomainGuy
searching PlanetScale…
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1.
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by
RomainGuy
1y ago
Like I said, Sceneform used Filament (not the other way around). I know of a few Google products that use Filament but having left the company I'm not sure what I'm at liberty to talk about unfortunately. Btw, I'm one of the
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by
RomainGuy
1y ago
Sceneform != Filament. Sceneform was an AR-oriented framework that used Filament as its renderer. Filament itself is very much alive and under active development.
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by
RomainGuy
5y ago
You are absolutely right, this diagram is misleading and I've been meaning to replace it with one of my own since forever but it has fallen deep at the bottom of long list of things to do (including many, many things I would like to de
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by
RomainGuy
5y ago
It's used on desktop and iOS as well.
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by
RomainGuy
5y ago
Filament is used at Google.
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by
RomainGuy
5y ago
That subsurface scattering model is not what you would use for skin, etc. It's a fairly simple approximation similar to what Unreal and Frostbite have used (use?) in the past to cheaply approximate somewhat translucent materials. It&#x
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by
RomainGuy
6y ago
Jetpack Compose was announced before SwiftUI :)
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by
RomainGuy
8y ago
The engine itself only has two external dependencies: STL (internal use only, not part of the APIs) and robin-map. The (optional) Vulkan backend adds a third one: vkmemalloc. The host tools (material compiler, etc.) do have more dependencie
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by
RomainGuy
8y ago
The engine was never intended to support WebGL. We only used WebGL to quickly prototype the lighting system.
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by
RomainGuy
8y ago
We just serve straight from the source tree so it's not out of date :)
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by
RomainGuy
8y ago
It's similar techniques, just better because they can afford more effects on a PS4 :)
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by
RomainGuy
8y ago
Looks like the page wasn't able to load all of its resources. Try to refresh the page until it works. I should make an offline version that doesn't require online processing.
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by
RomainGuy
8y ago
There are several spectral renderers out there, such as Weta Digital's Manuka. I don't know if they bother with parts of the EM spectrum that are outside of the visible range though. I imagine UVs can be important to model in some
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by
RomainGuy
8y ago
Thank you! This is exactly the same render that I get. I could try and widen the column. I've grown to like the narrower width when reading graphics papers like this but I understand it's not for everybody.
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by
RomainGuy
8y ago
The WebGL demo was the initial prototype of Filament :)
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by
RomainGuy
8y ago
Would you mind sharing a screenshot somewhere? I'm just using Markdeep's default CSS and the font size seems reasonable on all my screen. I'd be happy to try and tweak it though.
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by
RomainGuy
8y ago
Glad you like it. We found it hard to piece together all the information we needed and after reading hundreds of papers and presentations we figured that writing such a document would be helpful to beginners like us (in this field that is).
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by
RomainGuy
10y ago
You must be mistaking me with someone else.
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by
RomainGuy
14y ago
We are trying to have all the tools available in ADT/monitor. Systrace can actually be invoked directly from ADT/monitor, there's a button in the toolbar for this.
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by
RomainGuy
14y ago
Frame buffers are 32 bits, not 24 bits. You must also take into account the cost of blending. Also, you don't necessarily get all the bandwidth (especially when the device is not running at full clock.)
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by
RomainGuy
14y ago
Android does not use the depth buffer. The UI toolkit draws back to front. We are thinking about ways to improve this but most apps draw blended primitives back to front. An optimization I want to get in is to resort the render tree to batc
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by
RomainGuy
14y ago
You are right but apps are not in control of the shaders, at least not directly. It is possible to make the View system use complicated shaders but it's rare and I've never seen this be the cause of performance issues (except when we had bu