WebGLPBR
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WebGLPBR
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* there is a strange white spot in the center of the spheres. Need to check that out. May be that something is being allowed to go over 1.0 somehow? * the cube maps are speckly at lower mips. i think you could sample the source data at lower mips to help that. OR use more samples. * the cube maps aren't seamless. probably bad source data. need to look into it. maybe we are improperly bicubically interpolating across face edges, or we aren't adding half a pixel or something * get rid of emissive display, since it isn't used. * make sure ambient term goes away when IBL is on. ? maybe have debug panel open by default? ? what of the below is actually important? * cull as much as possible * blog post with demo, links to IBL specular / diffuse, learnopengl (https://learnopengl.com/#!PBR/Theory) * upload new version to demofox.org * check todos in C++ and webgl ? is it normal for colors to show up on metal when it shouldn't? ask SE. like red metal showing a green light. * the PBR images you have are gigantic, at 9MB a pop. Can you find some smaller ones? Or do they need to be this huge? Could be affecting perf. * maybe shrink em down to whatever you can get away with ===== LATER ===== * model loading * ray march bezier rectangle * ambient occlusion of meshes, if using more complex meshes. * a program that does it, with a blog post about it! * make shader compiler do non blocking thing with webgl2 render fences * blog post with links to resources, basic shell webgl pbr program, any programs you made or used. * SSR * shadow maps (temporal soft shadow maps from gpu pro 2?) * Deferred rendering w/ gbuffer and forward rendering pass * temporal AA / temporal super sampling / temporal filtering * red/ blue 3d glasses mode * spherical harmonics * HDR tonemapping and bloom * different depth formats (reversed, non linear, etc) * subsurface scattering * reflection / refraction / absorption / etc * second specular lobe like in disney brdf * parallax bump mapping * and so on! ? blend normals / tangent / bitangent across faces to make smoother normals? * make a flag to allow this or not. The sphere would like it, but box and tetrahedron for example wouldn't. * probably need to move to index buffers if doing this, to find all faces to average across. a good idea anyways likely * when surfaces get wet: https://seblagarde.wordpress.com/2013/04/14/water-drop-3b-physically-based-wet-surfaces/ ===== LINKS ===== * Free PBR Materials: http://freepbr.com/materials/rusted-iron-pbr-metal-material-alt/ https://webgl2fundamentals.org/ http://blog.selfshadow.com/publications/s2014-shading-course/frostbite/s2014_pbs_frostbite_slides.pdf https://learnopengl.com/#!PBR/Theory http://renderwonk.com/publications/s2010-shading-course/hoffman/s2010_physically_based_shading_hoffman_b_notes.pdf https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf ===== NOTES ===== * Normal Mapping: * We could transform light positions etc into tangent space, in the vertex shader and pass as interpolants. * Instead of doing the TBN matrix multiply to transform the texture normal into world space. * That would save a matrix multiply in the pixel shader. * The goal is to go deferred at some point though, which would need world space normals, so leaving it like it is. ==================== LANDFILL ====================