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Senior Design Roadmap #1

Closed
4 of 8 tasks
moneimne opened this issue Dec 31, 2016 · 13 comments
Closed
4 of 8 tasks

Senior Design Roadmap #1

moneimne opened this issue Dec 31, 2016 · 13 comments

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@moneimne
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moneimne commented Dec 31, 2016

  • Reference App for glTF PBR extension
    • Load glTF assets
    • Finish PBR shader
    • Add image-based lighting
  • Add a stage to glTF Pipeline that parses the PBR extension and generates the shaders required to render it
  • Finish PBR tutorial
    • Finalize theory
    • Add images from reference app
@mlimper
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mlimper commented Jan 2, 2017

Great to see this!

Here's a PR to generate tangents / binormals with glTF-pipeline:
CesiumGS/gltf-pipeline#203

This was the simple Hammer asset I generated at some point partially by hand and partially using glTF-pipeline:
https://github.com/tsturm/glTF/tree/master/extensions/Vendor/FRAUNHOFER_materials_pbr/example/simple-pbr/assets/hammer

@moneimne
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moneimne commented Jan 4, 2017

Thanks for the resources, @mlimper!

@pjcozzi
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pjcozzi commented Jan 5, 2017

This was the simple Hammer asset I generated at some point partially by hand and partially using glTF-pipeline:
https://github.com/tsturm/glTF/tree/master/extensions/Vendor/FRAUNHOFER_materials_pbr/example/simple-pbr/assets/hammer

@mlimper just a reminder that contributions to the glTF Samples repo are always welcome! We'll especially need some great PBR models.

@pjcozzi
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pjcozzi commented Jan 11, 2017

Work-in-progress glTF PBR demo: http://www.seas.upenn.edu/~moneimne/WebGL-PBR/

@mlimper
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mlimper commented Jan 11, 2017

Wow, nice! Happy to see this progress!

@javagl
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javagl commented Jan 12, 2017

There are some glitches in FF...

Synchrone XMLHttpRequests am Haupt-Thread sollte nicht mehr verwendet werden, weil es nachteilige Effekte für das Erlebnis der Endbenutzer hat. Für weitere Hilfe siehe http://xhr.spec.whatwg.org/  jquery-3.1.1.js:9425:4
Syntax-Fehler  pbr-vert.glsl:1:1
Syntax-Fehler  pbr-frag.glsl:1:1
nicht wohlgeformt  Helmet.gltf:1:1
Error: WebGL: texImage2D: Incurred CPU-side conversion, which is very slow.  scene.js:218:5
Error: WebGL: texImage2D: Incurred CPU pixel conversion, which is very slow.  scene.js:218:5
Error: WebGL: texImage2D: Chosen format/type incurred an expensive reformat: 0x1908/0x1401  scene.js:218:5
Error: WebGL: texImage2D: Incurred CPU-side conversion, which is very slow.  scene.js:218:5
Error: WebGL: texImage2D: Incurred CPU pixel conversion, which is very slow.  scene.js:218:5
Error: WebGL: texImage2D: Chosen format/type incurred an expensive reformat: 0x1908/0x1401  scene.js:218:5
Error: WebGL: texImage2D: Incurred CPU-side conversion, which is very slow.  scene.js:218:5
Error: WebGL: texImage2D: Incurred CPU pixel conversion, which is very slow.  scene.js:218:5
Error: WebGL: texImage2D: Chosen format/type incurred an expensive reformat: 0x1908/0x1401  scene.js:218:5
Error: WebGL: texImage2D: Incurred CPU-side conversion, which is very slow.  scene.js:218:5
Error: WebGL: texImage2D: Incurred CPU pixel conversion, which is very slow.  scene.js:218:5
Error: WebGL: texImage2D: Chosen format/type incurred an expensive reformat: 0x1908/0x1401  scene.js:218:5

and in Chrome...

[.Offscreen-For-WebGL-040E9338]RENDER WARNING: there is no texture bound to the unit 0

so that the controls don't seem to work (for me).

But the helmet is rendered nevertheless, and looks awesome.

What is the intended license of all this? (I considered to try this in my glTF viewer, and wondered under which conditions I can use the shaders...)

@moneimne
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Thanks for letting me know about the errors in Firefox, @javagl!

This project is still very much a work in progress, so many things are subject to change. I have been primarily testing in Chrome, so I am aware of the error there, but I will have to look into the FF issues.

The shaders also don't compute lighting correctly yet, so I wouldn't use them yet, but I just added an MIT license to the repository.

@javagl
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javagl commented Jan 18, 2017

Just for the case that someone is interested: I created a copy of the helmet asset that (as far as reasonably possible) passes validation, and can be used with "any" glTF viewer (that is: it does not use the extensions, but the shaders from this repository). I intend to use it for tests while implementing the PBR functionality for glTF 2.0, an uploaded it to https://github.com/javagl/gltfTestModels/tree/master/DamagedHelmetModified

@pjcozzi
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pjcozzi commented Jan 18, 2017

Assuming it is inline with the model's terms of use, it would be great to have it in https://github.com/KhronosGroup/glTF-Sample-Models when ready.

@javagl
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javagl commented Jan 18, 2017

The license is Creative Commons Attribution-NonCommercial, so this should be fine, but right now, it's still rather "experimental", first, regarding the shaders, but also considering the changes that are to be expected for the transition to glTF 2.0.

@moneimne
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Weekly Goal (1/23 - 1/30)

  • Add environment maps
  • Update shader to include IBL computations

@emackey
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emackey commented Jun 3, 2017

@moneimne OK to close this?

@emackey emackey mentioned this issue Jun 3, 2017
@moneimne
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moneimne commented Jun 3, 2017

OK to close this?

Yes! Thanks for checking.

@moneimne moneimne closed this as completed Jun 3, 2017
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