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

John Carlson yottzumm at gmail.com
Tue Mar 3 13:54:59 PST 2020


Yes, I agree that the teapots in the email generally do not look rough at
all.

On Tue, Mar 3, 2020 at 3:51 PM GPU Group <gpugroup at gmail.com> wrote:

> 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 But these wiki pages are admittedly a bit outdated/incomplete now.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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