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

GPU Group gpugroup at gmail.com
Tue Mar 3 13:49:58 PST 2020


Michalis,
Q1. I downloaded today view3dscene_3.18.0-win64-x86_64.zip and master/pbr
and ran all the samples and some seemed to work but this particular sample
all the teapots looked normal and shiny - does that mean it couldn't find
the material images?
Q2. what if I'm a 'community member' of web3d -the free membership- is
there a way I can log in and get the pull?
Thanks,
Doug

On Tue, Mar 3, 2020 at 2:30 PM Michalis Kamburelis <michalis.kambi at gmail.com>
wrote:

> 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 But these wiki pages are admittedly a bit outdated/incomplete now.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
> >> _______________________________________________
> >> x3d-public mailing list
> >> x3d-public at web3d.org
> >> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>
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