Earlier quoted context omitted.
Don't be daunted, it just takes time. You'll get faster at it with practice, but the first step is simply brute force, or at least it was for me. Take a picture of something simple, recreate it in 3D with exacting detail. When something doesn't match you drill down, find the optical phenomenon that you weren't modeling correctly, and fix it. That's it. There's no shortcut to being good at this stuff, you just have to…
The things that you list as shortcuts aren't actually shortcuts, but the best tools for their respective jobs. To put it differently: this is what renderers were aspiring to from the start, but couldn't quite reach initially in real world applications because if a severe lack of computing power. So, for the better part of three decades, computer graphics relied on ugly shortcuts that required laborious workarounds fr…
My Room in 3D
121–130 of 134 posts
Re: My Room in 3D
#122Re: My Room in 3D
#123Re: My Room in 3D
#124It's certainly a good time to become a 3D graphics developer, or at least be proficient at it. WebGL simply works. The internet is fast enough to ship a lot of assets. Even phones can render tons of graphical elements. Mix in WASM and it's pretty much golden. The world-wide-web is the true VR.
Just like WASM is pretty much stuck in MVP 1.0, if one cares about support across most browsers.
And WebGPU, won't be much better, as it might finally land in 2022 as MVP 1.0, take again another 10 years for wide adoption and has a crazy mix of C++, Rust and HLSL shading language as compromise among all involved parties.
No wonder that streaming 3D as video, while using headless Vulkan and DirectX 12 Ultimate cards, seems to actually be the future of 3D on the Web.
Re: My Room in 3D
#125Earlier quoted context omitted.
I tried WebGL about a year ago, and it wasn't ready yet. It spun up CPU quite a bit, and was a different experience in terms of performance across browsers. Has this changed in the last year?
What do you mean you 'tried' WebGL? It's just OpenGL in the browser. As mentioned, it just works just like OpenGL/Vulkan/DirectX just works. Now, various WebGL frameworks (Three.js, Babylon.js, etc...) are more performant or easier to use or whatever. Or you can compile native 3D platforms to wasm. Which did you try?
Re: My Room in 3D
#126Earlier quoted context omitted.
I tried WebGL about a year ago, and it wasn't ready yet. It spun up CPU quite a bit, and was a different experience in terms of performance across browsers. Has this changed in the last year?
What do you mean you 'tried' WebGL? It's just OpenGL in the browser. As mentioned, it just works just like OpenGL/Vulkan/DirectX just works. Now, various WebGL frameworks (Three.js, Babylon.js, etc...) are more performant or easier to use or whatever. Or you can compile native 3D platforms to wasm. Which did you try?
OpenGL/Vulkan/DirectX can use 2021 hardware capabilites, WebGL is stuck on a GL ES 3.0 subset, basically 2012 hardware.
Cool if you want to do iPhone 6 style graphics, but that is about it.
Re: My Room in 3D
#127Earlier quoted context omitted.
Of course there are different shades of white, what I am saying is that the color of the sun during the day is what people most would classify as "white" and not as "yellow" if it the color was printed on a sheet of paper. If the sun color was actually yellow, people wouldn't be able to tell the difference between a white object and yellow object under the sun light (they would both appear yellow). And clearly they a…
Sunlight is wide-band (see "black body spectrum"). This is why a white object (that reflects all light equally) and a yellow object (which mostly reflects reds and greens) are discernible under such light, even under sunset light which is visibly yellow or orange. The sunset orange light still contains many other colors. A yellow object and a white object would be not discernible under a very narrow-band yellow light…
It has to be because white was historically described as the color of the snow (or whatever is white) under the sunlight.
Now, if you want to adopt a more precise definition of white and other colors, based on (not so) recent scientific insights about the light, you can. Then the sunlight is not white, neither is snow or sugar. And is also certainly not yellow.
Let's be honest, the sun light is almost perfectly white, and kids use yellow to draw the sun, because it wouldn't make sense to draw it with white.
Re: My Room in 3D
#128I sometimes use SweetHome3D to visualize spaces. It's a little more accessible being point-and-click CAD, and it takes arbitrary objects in OBJ format (and others). You won't be able to get quite to this level but it can render surprisingly well http://www.sweethome3d.com/
Re: My Room in 3D
#129Re: My Room in 3D
#130Earlier quoted context omitted.
What do you mean you 'tried' WebGL? It's just OpenGL in the browser. As mentioned, it just works just like OpenGL/Vulkan/DirectX just works. Now, various WebGL frameworks (Three.js, Babylon.js, etc...) are more performant or easier to use or whatever. Or you can compile native 3D platforms to wasm. Which did you try?
I see your point. I used a WebGL framework (Three.js), not compilation to Wasm. In the case of the latter, what is the best way to start?
Godot and Unity can both compile to wasm so I'd try out one of those.