Vulkan-glTF-PBR
Physical based rendering with Vulkan using glTF 2.0 models (by SaschaWillems)
filament
Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2 (by google)
Vulkan-glTF-PBR | filament | |
---|---|---|
5 | 27 | |
881 | 17,181 | |
- | 1.2% | |
5.3 | 9.8 | |
2 days ago | 2 days ago | |
C++ | C++ | |
MIT License | Apache License 2.0 |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Vulkan-glTF-PBR
Posts with mentions or reviews of Vulkan-glTF-PBR.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-03-23.
-
Sascha Willems' glTF PBR demo animations question
The code in Node::update() here https://github.com/SaschaWillems/Vulkan-glTF-PBR/blob/master/base/VulkanglTFModel.cpp seems to tank FPS when multiple nodes share the same skin during animation - if a skin has 100 joints and 30 nodes use the skin - that's 3000 node transformations per frame.
- Issue with fragment shader-based tangent/binormal calculations
-
Hi! This is my Vulkan renderer called Croissant. I decided to learn Vulkan and graphics techniques by creating a renderer. Although it is still a work in progress and lacks several features, I hope that sharing my project may be helpful to others who are also learning!
Vulkan physically-Based Rendering by SaschaWillems
-
How to design a material system?
Yes, solving the problems inherent with shader graphs is likely not worth your time, take longer than the project itself, and not something that's going to be particularly helpful in professionally developing your skills in graphics. You can of course create a UI to configure the shaders you already have, similar to displaying and configuring this, and that might prove useful to you testing out rendering, but that's basically configuring a bunch of menus, easier to do, and no need for generic shader graph components, display, or compilation of those components.
- are there any Tutorials for CGLTF, or tinyGLTF, i've found none so far.
filament
Posts with mentions or reviews of filament.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2024-03-04.
-
Filament – A Language for Fearless Hardware Design
Also: Filament is a real-time physically-based renderer written in C++. It is mobile-first, but also multi-platform.
https://google.github.io/filament/
-
Looking for resources / mentor
Also beginner here, I think you can learn other's codes to get a better understanding of the API by learning how others can abstract these concept into higher level. They're many great projects out there like Google's pbr renderer filament https://github.com/google/filament, AMD's gltf sample https://github.com/GPUOpen-LibrariesAndSDKs/glTFSample and also as many suggested, the Sascha Willems's repos https://github.com/SaschaWillems and the official sample https://github.com/KhronosGroup/Vulkan-Samples
-
Flutter and Apple Vision Pro
In the Flame discussions page, there is a request for 3D, and Flame developers write that they will be happy to start working on support once when Impeller is stable on most major platforms. So what can the community do? 1) Create discussion topics, just like these posts. Or in other discussion forums. 2) Learn about Impeller, Filament, Flame, and Flutter and be willing to contribute to their development. 3) Join Flame now and try to do something or contribute. 4) Study the implementation of Flutter 3D, and try to do something together with ARCore or ARKit plugins.
-
Appleseed – open-source, physically-based global illumination rendering engine
Anyone know much about how this compares to Filament by Google?
https://github.com/google/filament
-
Searching for Reliable Cross-Platform Rendering Framework (C/C++)
Have you tried Filament? https://google.github.io/filament/
-
What is this C++ trick called? It looks a bit like PIMPL.
I was looking through the Google Filament repo and I noticed that the classes in include/filament use a trick I haven't seen before that hide implementation details similar to PIMPL.
-
Why aren't there constantly more shading languages popping up all the time like other languages?
There are a handful of other examples out there of high-level shading languages - Cg (long deprecated), whatever Filament Material system uses (example), and various GLSL preprocessors (example).
- Fence callback system
-
OpenGL displays the color of an image different from the system color profile;
I'm loading a texture using OpenGL enjoy this glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, texture.width, texture.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture.pixels.data()); The issue is that the color of the image looks different from the one I see when I open the file on the system image viewer. On the screenshot you can see the yellow on the face displayed on the system image viewer has the color #FEDE57 but the one that is displayed in the OpenGL window is #FEE262 Is there any flag or format I could use to match the same color calibration? Displaying this same image as a Vulkan texture looks fine, so I can discard there is not an issue in how I load the image data. [EDIT] In the end it seems likethe framebuffer in OpenGL doesn't gets color corrected, so you have to tell the OS to do it for you #include void prepareNativeWindow(SDL_Window *sdlWindow) { SDL_SysWMinfo wmi; SDL_VERSION(&wmi.version); SDL_GetWindowWMInfo(sdlWindow, &wmi); NSWindow *win = wmi.info.cocoa.window; [win setColorSpace:[NSColorSpace sRGBColorSpace]]; } I found this solution here https://github.com/google/filament/blob/main/libs/filamentapp/src/NativeWindowHelperCocoa.mm https://preview.redd.it/2td3rs19p4f71.jpg?width=1476&format=pjpg&auto=webp&s=454d4e554d47e3a4e11a16c938304f1125ed7622
-
Weird Vulkan Bug
I found this issue on github https://github.com/google/filament/pull/3190/files