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Viewing profile — RomainGuy

RomainGuy

HN member
Joined
Sun, Dec 02, 2012, 5:29 PM UTC
HN karma
140
Public activity
22 items

About RomainGuy

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Recent public activity

  1. comment
    Comment #44964470

    Like I said, Sceneform used Filament (not the other way around). I know of a few Google products that use Filament but having left the company I'm not sure what I'm at liberty to t…

  2. comment
    Comment #44962873

    Sceneform != Filament. Sceneform was an AR-oriented framework that used Filament as its renderer. Filament itself is very much alive and under active development.

  3. comment
    Comment #27863221

    You are absolutely right, this diagram is misleading and I've been meaning to replace it with one of my own since forever but it has fallen deep at the bottom of long list of thing…

  4. comment
    Comment #27860018

    It's used on desktop and iOS as well.

  5. comment
    Comment #27859378

    Filament is used at Google.

  6. comment
    Comment #27859368

    That subsurface scattering model is not what you would use for skin, etc. It's a fairly simple approximation similar to what Unreal and Frostbite have used (use?) in the past to ch…

  7. comment
    Comment #24295462

    Jetpack Compose was announced before SwiftUI :)

  8. comment
    Comment #18387441

    The engine itself only has two external dependencies: STL (internal use only, not part of the APIs) and robin-map. The (optional) Vulkan backend adds a third one: vkmemalloc. The h…

  9. comment
    Comment #17688767

    The engine was never intended to support WebGL. We only used WebGL to quickly prototype the lighting system.

  10. comment
    Comment #17687963

    We just serve straight from the source tree so it's not out of date :)

  11. comment
    Comment #17687468

    It's similar techniques, just better because they can afford more effects on a PS4 :)

  12. comment
    Comment #17685041

    Looks like the page wasn't able to load all of its resources. Try to refresh the page until it works. I should make an offline version that doesn't require online processing.

  13. comment
    Comment #17684781

    There are several spectral renderers out there, such as Weta Digital's Manuka. I don't know if they bother with parts of the EM spectrum that are outside of the visible range thoug…

  14. comment
    Comment #17684757

    Thank you! This is exactly the same render that I get. I could try and widen the column. I've grown to like the narrower width when reading graphics papers like this but I understa…

  15. comment
    Comment #17684566

    The WebGL demo was the initial prototype of Filament :)

  16. comment
    Comment #17684552

    Would you mind sharing a screenshot somewhere? I'm just using Markdeep's default CSS and the font size seems reasonable on all my screen. I'd be happy to try and tweak it though.

  17. comment
    Comment #17684544

    Glad you like it. We found it hard to piece together all the information we needed and after reading hundreds of papers and presentations we figured that writing such a document wo…

  18. comment
    Comment #11707718

    You must be mistaking me with someone else.

  19. comment
    Comment #4869358

    We are trying to have all the tools available in ADT/monitor. Systrace can actually be invoked directly from ADT/monitor, there's a button in the toolbar for this.

  20. comment
    Comment #4867064

    Frame buffers are 32 bits, not 24 bits. You must also take into account the cost of blending. Also, you don't necessarily get all the bandwidth (especially when the device is not r…

  21. comment
    Comment #4863025

    Android does not use the depth buffer. The UI toolkit draws back to front. We are thinking about ways to improve this but most apps draw blended primitives back to front. An optimi…

  22. comment
    Comment #4861833

    You are right but apps are not in control of the shaders, at least not directly. It is possible to make the View system use complicated shaders but it's rare and I've never seen th…