[x3d-public] X3D4 PBR specification review: updates and demos

Michalis Kamburelis michalis.kambi at gmail.com
Tue Mar 3 13:29:51 PST 2020


We discussed the issue of making this work available for public review
(that is, for non-members too) during today's talk. I know that I
would very much prefer that, and in general have the whole
https://github.com/Web3DConsortium/X3D/ just open to public. But it's
a complicated decision that involves other people, so I'll leave Don
to best answer it. For now
https://github.com/Web3DConsortium/X3D/pull/8 is for members-only.

In the meantime, I can promise that I will document the new X3D
nodes/fields within the Castle Game Engine documentation, and have it
very soon (within next week or such), and this documentation will be
public. While it will not be a copy of the X3Dv4 PR #8, it  will
hopefully explain all the important details. I hope to make the PR
mostly-finished by March 13, and also make a public documentation of
new nodes/fields on CGE website by that day. The CGE implementation is
of course already open-source and publicly available.

Various documentation and summary of the new nodes is in my wiki
https://github.com/michaliskambi/x3d-tests/wiki/Specification-changes,-to-include-PBR-and-related-features
, https://github.com/michaliskambi/x3d-tests/wiki/X3D-version-4:-New-features-of-materials,-lights-and-textures
. But these wiki pages are admittedly a bit outdated/incomplete now.

P.S. Let me share one of the first screenshots of X3Dv4 with
PhysicalMaterial implementing  proper PBR equations :) 12 teapots,
with varying roughness and metallic. Everyone can recreate this
screenshot by opening
https://github.com/michaliskambi/x3d-tests/blob/master/pbr/physical_material/metallic_roughness.x3dv
with the latest view3dscene from
http://michalis.ii.uni.wroc.pl/view3dscene-snapshots/ .

Regards,
Michalis

wt., 3 mar 2020 o 21:44 GPU Group <gpugroup at gmail.com> napisał(a):
>
> Q. is there a way to see the draft? If I follow the pull 8 link I get 404.
> -Doug
>
> On Tue, Mar 3, 2020 at 11:45 AM Don Brutzman <brutzman at nps.edu> wrote:
>>
>> Attendees: Michalis Kamburelis, Dick Puk, Don Brutzman
>>
>> Michalis showed and described a number of updates to the Physically Based Rendering (PBR) capabilities for X3D4, matching glTF capabilities.  Variations in lighting, normal mapping, textures and many other features look great!  Very dramatic progress.  8)
>>
>> [1] X3D4 draft specification, pull request 8
>>      https://github.com/Web3DConsortium/X3D/pull/8
>>
>> [2] Test scenes
>>      https://github.com/michaliskambi/x3d-tests/tree/master/pbr
>>
>> Now contains demo of
>>    - Material with diffuseTexture combined with emissiveTexture, normalTexture, shininessTexture, specularTexture, ambientTexture
>>    - UnlitMaterial
>>    - PhysicalMaterial
>> - UnlitMaterial added
>> - PhysicalMaterial for punctual lights implemented
>>    - with metallic/roughness tests
>>
>> CGE view3dscene github/snapshot version is supporting latest work.
>>
>> * https://castle-engine.io
>>
>>    with dev snapshots at
>> * http://michalis.ii.uni.wroc.pl/view3dscene-snapshot
>>
>> TODO list of all nodes added and changed - mostly covered in draft spec, implementation efforts continue.
>>
>> Animation button has been added to current view3dscene that supports fine-grained animation control.  Cool and helpful!  (Screenshot attached).
>>
>> Possibility of automating screenshot images and videos via command line: this will be a good feature to start exercising as part of the examples so that everyone can see what expected rendering looks like.  This would put good reference examples.
>>
>> - Don is currently tuning NPS Xj3Dv2.2 for such images and will explore how we can do this with view3dscene for advanced rendering + X3D4 support.
>>
>> Long-term: keeping these examples in place is great.  Will further think about how to best locate Michalis' open-source reference examples in Web3D version control as part of overall X3D4 delivery.
>>
>> Looking ahead, near term:  more work continues, but it seems like time to share this big effort for viewing comment.  It will take time for everyone to absorb.
>>
>> Comparing with glTF is especially useful... we will convert/implement all of the glTF examples for direct comparison.  Some small X3D4 differences will be evident (for example allowing lighting-equation variability and differing default values for glTF lighting coefficients/fields). We also expect to consider gamma correction.
>>
>> X3D weekly teleconference discussion/demonstration planned for 13 March.
>>
>> - Discussion point includes whether it is OK to start a public/implementer comment period.
>>
>> - Future edits to draft spec will be in PR8, but not until Michalis/Dick/Don are ready.
>>
>> - When the working group agrees that draft X3D4 PBR PR8 is at a sufficient level of maturity, important topic will be when can public review begin.  This will be important to make sure we have an excellent implementation.  Sooner will be better than later.
>>
>> I must add that Web3D membership has value.  If you have not yet joined, please consider doing so.
>>
>> * Join the Web3D Consortium
>>    https://www.web3d.org/join
>>
>> Everyone (member and public) interested should plan to attend the Friday March 13 meeting.
>>
>> Meanwhile: heavy applause for Michalis!!  Here we go...
>>
>> all the best, Don
>> --
>> Don Brutzman  Naval Postgraduate School, Code USW/Br       brutzman at nps.edu
>> Watkins 270,  MOVES Institute, Monterey CA 93943-5000 USA   +1.831.656.2149
>> X3D graphics, virtual worlds, navy robotics http://faculty.nps.edu/brutzman
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>> x3d-public at web3d.org
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