Open Sourcing Seurat: bringing high-fidelity scenes to mobile VR
developers.googleblog.com
Open Sourcing Seurat: bringing high-fidelity scenes to mobile VR
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Re: Open Sourcing Seurat: bringing high-fidelity scenes to mobile VR
#2Re: Open Sourcing Seurat: bringing high-fidelity scenes to mobile VR
#3Isn't this just view frustum culling?
It really reminds me of RAGE for the iPhone.
Re: Open Sourcing Seurat: bringing high-fidelity scenes to mobile VR
#4Isn't this just view frustum culling?
No, it's occlusion culling (offline baked as far as I understand it). It really reminds me of RAGE for the iPhone. https://blog.tojicode.com/2011/05/rage-webgl-tech-talk.html
Re: Open Sourcing Seurat: bringing high-fidelity scenes to mobile VR
#5Earlier quoted context omitted.
No, it's occlusion culling (offline baked as far as I understand it). It really reminds me of RAGE for the iPhone. https://blog.tojicode.com/2011/05/rage-webgl-tech-talk.html
I may be understanding Seurat wrong but I think its more than just that. I think they bake a surface light field and do some form of image-based rendering against a much lower-poly version of the mesh.
Re: Open Sourcing Seurat: bringing high-fidelity scenes to mobile VR
#6Earlier quoted context omitted.
No, it's occlusion culling (offline baked as far as I understand it). It really reminds me of RAGE for the iPhone. https://blog.tojicode.com/2011/05/rage-webgl-tech-talk.html
I may be understanding Seurat wrong but I think its more than just that. I think they bake a surface light field and do some form of image-based rendering against a much lower-poly version of the mesh.
View frustum culling wouldn't have been enough to render this stuff (https://www.roadtovr.com/preview-google-seurat-ilm-xlab-mobi...) in VR on a mobile GPU. :-)
Re: Open Sourcing Seurat: bringing high-fidelity scenes to mobile VR
#7Isn't this just view frustum culling?
The process is able to reconstruct occluded objects by using multiple images from within a view box. That way the scene should look fully intact as long as the viewer is within the box.
Think stitching together a 3d panorama but with enough capture data that you can also peek around things.
Re: Open Sourcing Seurat: bringing high-fidelity scenes to mobile VR
#8Isn't this just view frustum culling?
Not really. The process takes RGB and depth images and regenerates a new mesh of the scene. The process is able to reconstruct occluded objects by using multiple images from within a view box. That way the scene should look fully intact as long as the viewer is within the box. Think stitching together a 3d panorama but with enough capture data that you can also peek around things.
Re: Open Sourcing Seurat: bringing high-fidelity scenes to mobile VR
#9Earlier quoted context omitted.
Not really. The process takes RGB and depth images and regenerates a new mesh of the scene. The process is able to reconstruct occluded objects by using multiple images from within a view box. That way the scene should look fully intact as long as the viewer is within the box. Think stitching together a 3d panorama but with enough capture data that you can also peek around things.
It's great for performance enhancement but it seems like it would never work with global illumination.
If you want dynamic lights, you could try to bake a out the scene as diffuse and then again as normal maps. Then you can have simplified realitime illumination while still baking in AO, static diffuse lights, and the LODed mesh.
Re: Open Sourcing Seurat: bringing high-fidelity scenes to mobile VR
#10Earlier quoted context omitted.
It's great for performance enhancement but it seems like it would never work with global illumination.
Depends what you need. Everythin including GI is baked into the mesh. If you want dynamic lights, you could try to bake a out the scene as diffuse and then again as normal maps. Then you can have simplified realitime illumination while still baking in AO, static diffuse lights, and the LODed mesh.