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Now that the MaterialX Web Viewer is available for quick validation of MaterialX content in the browser, an especially valuable next step would be the contribution of a WebGL Path Tracer that generates corresponding path-traced renders.
One potential starting point for this project is the three-gpu-pathtracer by Garrett Johnson, which provides the fundamental building blocks for path-traced rendering using Three.js.
Another good role model is the OpenPBR Viewer by Jamie Portsmouth, which places a strong emphasis on physical accuracy in rendering, and uses the Standard Shader Ball for consistency with offline renders.
The text was updated successfully, but these errors were encountered:
Maybe a first attempt to use the ThreeJS renderer is to take Jamie's code and encapsulate it into an appropriate Javascript shader like this one
I didn't see any examples with pattern graphs but maybe a custom code generator which produces such shaders would worth investigating ?
In any case trying this could help drive changes in the code gen framework to produce code / functions suitable for a path-tracer.
This is a very good idea and would like to provide help on it. I have a question regarding shader compilation time and performance.
Wouldn't be WebGPU more suited for creating a path tracer ?
I recon it could lead to a substantial development, but for example the openPBR viewer is truly impressive but take a long time to compile and is performance heavy for my side (RTX 2070 + Ryzen 5 3600 6-Core + 16 Go ram).
In any case, I will try to put @kwokcb idea to the test by encapsulating OpenPBR viewer shaders into a Jamie's code.
Now that the MaterialX Web Viewer is available for quick validation of MaterialX content in the browser, an especially valuable next step would be the contribution of a WebGL Path Tracer that generates corresponding path-traced renders.
One potential starting point for this project is the three-gpu-pathtracer by Garrett Johnson, which provides the fundamental building blocks for path-traced rendering using Three.js.
Another good role model is the OpenPBR Viewer by Jamie Portsmouth, which places a strong emphasis on physical accuracy in rendering, and uses the Standard Shader Ball for consistency with offline renders.
The text was updated successfully, but these errors were encountered: