PBR for the Web. Part III: Shaders
CGGraphics
While developing our own Physically Based Rendering solution for the web, we get our hands on the Marmoset Toolbag 2 solution which is in our point of view the actual reference in terms of quality and expectation we can hope from a WebGL based browser viewer.
Running large application at native speed in the browser is not only a milestone for the gamer community: we would better think about it as what might be called the “Web 3.0” or something like that in the few year coming...
Creative
Here is a thought that came to our mind after playing for a while with webGL. While the technology is flexible enough to support any landing or promotion page, its future remains in the hand of game companies with the port of their smartphone games.
リアルタイムレンダーで良い結果を得るための効果的で典型的なテクニックは UV マップ上で静的光源で焼き込む方法である。これによって、3D環境が不十分あっても、シーン全体から大きな問題が起こるのを避けることができる。
With a modern browser, the trend is to load more and more computing on the front end. For graphic purpose GPU can now wisely be used and is becoming required more and more. The road opened with WebGL is obviously followed by General Purpose GPU technologies: WebCL (Khronos group) or River Trail (Intel).
1枚のイラストからモデルを作成するワークフローの解説
「WebGLでトゥーンシェーディング」を目標に制作を始めました。
3D Game asset and character are mostly packed with a few small loop pattern which reflect their state in game.
Browser vendor are developing media libraries for WebApps dealing with heavy media stream. Real-time communication, P2P streaming or simple access to the hardware feature are the backbone of the WebRTC technology
All the 3D around the web is low-resolution, low-polygon, low-antialiasing based solution. In an other side off line CG rendering is all about high-resolution hight spec image processing. Between those two limits nothing exist. Well, not exactly,
先日発表されたFlash 3D API(v.11)とWebGLを同条件下で比較してみました。
HTML5では「WebGL」というAPIを使用することで3Dを表示出来るようになります。