Viewing profile — RomainGuy
RomainGuy
HN member- Joined
- Sun, Dec 02, 2012, 5:29 PM UTC
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- 140
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- 22 items
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About RomainGuy
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Recent public activity
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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…
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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.
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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…
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Comment #27860018
It's used on desktop and iOS as well.
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Comment #27859378
Filament is used at Google.
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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…
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Comment #24295462
Jetpack Compose was announced before SwiftUI :)
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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…
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Comment #17688767
The engine was never intended to support WebGL. We only used WebGL to quickly prototype the lighting system.
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Comment #17687963
We just serve straight from the source tree so it's not out of date :)
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Comment #17687468
It's similar techniques, just better because they can afford more effects on a PS4 :)
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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.
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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…
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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…
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Comment #17684566
The WebGL demo was the initial prototype of Filament :)
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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.
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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…
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Comment #11707718
You must be mistaking me with someone else.
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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.
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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…
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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…
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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…