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React VR

facebook.github.io

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Re: React VR

#21
post #14
post #7

Hmmm... no support for skinned character models (and looks like a lot of design and implementation work required on many fronts before this could support them). As cool as this is that makes it feel like a toy rather than a real product (even 3D that doesn't require humanoid characters tends to require deforming meshes to meet the visual quality bar customers expect). I wish instead of trying to make their own render…

Looking deeper into the docs, their scene graph/hierarchy design practically screams "I was designed by someone with zero experience designing 3D scene graphs" (I'm approaching this conversation as someone who has done that sort of thing for Disney, for Microsoft's 343 Halo studio, for startups and major effects houses, and as part of the original design process for the Collada open source format used by google earth…

On this topic... this is something I've wondered a bit about before (logical representations of 3d scenes -- interested as someone who comes from the robotics world, and curious how the people who did video games, VR, graphics tools, etc. thought about this stuff).

Obviously not the same use case, but I've tried looking before for good information on how scene graphs are structured and used, and haven't found much out there that was useful for a beginner who was interested in learning the details. If you have any resources or stuff you would be willing to share, or a well designed library that does it right (any language), I'd love to know about it!

Thanks!

Re: React VR

#22
post #14

Earlier quoted context omitted.

Looking deeper into the docs, their scene graph/hierarchy design practically screams "I was designed by someone with zero experience designing 3D scene graphs" (I'm approaching this conversation as someone who has done that sort of thing for Disney, for Microsoft's 343 Halo studio, for startups and major effects houses, and as part of the original design process for the Collada open source format used by google earth…

On this topic... this is something I've wondered a bit about before (logical representations of 3d scenes -- interested as someone who comes from the robotics world, and curious how the people who did video games, VR, graphics tools, etc. thought about this stuff). Obviously not the same use case, but I've tried looking before for good information on how scene graphs are structured and used, and haven't found much ou…

There are surprisingly few good representations for either 3d assets or 3d scenes.

Lots of people are pretty excited about the Universal Scene Description format that Pixar published and open sourced. It's great if you're a big film animation studio looking to manage huge scenes for offline rendering but it's explicitly not optimized for any of the kinds of speed/memory trade offs required for realtime rendering applications.

There are a couple efforts underway at the Khronos group that have lots of key folks from the Collada effort involved and there's a chance they'll come up with something good but this sort of schema design is such a subtle and forward-looking task that I personally am not optimistic about an open source effort being the first to get it right (you're trying to design a data format people will want to use two decades from now without getting trapped in a vicious cycle of analysis paralysis that can prevent you from being able to ship something usable today quickly, it's much like a language design problem where eventually you want to open source it but even then you need a Guido or an Anders or similar to guide the effort onto a good long term arc)

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