glTF-Sample-Models
Vulkan-glTF-PBR
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glTF-Sample-Models | Vulkan-glTF-PBR | |
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14 | 5 | |
2,858 | 867 | |
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0.0 | 5.6 | |
4 months ago | 3 months ago | |
Mathematica | C++ | |
- | MIT License |
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glTF-Sample-Models
- Where to start?
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Android Lighting is different from editor
Link to the model: https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/Sponza
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Sascha Willems' glTF PBR demo animations question
This function is the hot-path - at least with the RecursiveSkeletons sample. Anytime the program queries the transform matrix of a particular node, it reconstructs the entire transform chain of that node all the way to the root from the individual TRS representations.
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[OpenGL 4.6] Some demo renders from the StratusGFX personal renderer I've been working on + some (hopefully helpful) info in the comments
First model: Intel Sponza 2022 which can be found here - https://sketchfab.com/3d-models/sponza-0cbee5e07f3a4fae95be8b3a036abc91 Second model: “Interrogation Room” which can be found here - https://sketchfab.com/3d-models/interogation-room-6e9151ec29494469a74081ddc054d569 Third model: Original Crytek Sponza which can be found here (along with other models) - https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/Sponza
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Physically Based Rendering with WebGL2
I'd recommend changing your 2D grid of objects so that your axis is Roughness along one side and Metal along the other. i.e. glTF Meta-Rough Sphere
- Teaching children (10-12 years old) how to make a 3D world
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Assimp GLTF issue
Hi, I am currently trying to load the [Sponza model](https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/Sponza) for my PBR Renderer. It is in the GLTF format. I have been able to load smaller models quite successfully, but when I try to load the Sponza scene, some meshes aren't properly scaled. [This image](https://imgur.com/jfApgQO) demonstrates my issue (I am not actually doing the PBR calculations here, that's just the albedo of the model). The wall is there, but it's only a 1x1 quad with the wall texture, even though it's supposed to be a lot bigger ans stretch across the entire model. Same goes for every wall and every floor in the model. The model is not broken as Blender and that default windows model viewer can load it correctly. I am even applying the mNode->mTransformation, but it still doesn't work. My model loading code looks kind of like this:
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New Vulkan Sample - Conditional Rendering
It's a model from the official glTF samples model repo at https://github.com/KhronosGroup/glTF-Sample-Models. I found it to be the perfect match for such a sample ;)
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3D files downloads
I'm a fan of the GLTF sample models.
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Svelte-Cubed: Loading Your glTF Models
The Khronos group is responsible for the glTF spec. They also have an examples directory
Vulkan-glTF-PBR
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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
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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
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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.
What are some alternatives?
glTF - glTF – Runtime 3D Asset Delivery
WickedEngine - 3D engine with modern graphics
3d-game-shaders-for-beginners - 🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
QuollEngine - Quoll engine
rustc-perf - Website for graphing performance of rustc
UEViewer - Viewer and exporter for Unreal Engine 1-4 assets (UE Viewer).
common-3d-test-models - Repository containing common 3D test models in original format with original source if known and obj mesh
HybridRenderingEngine - Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
Vulkan-Samples - One stop solution for all Vulkan samples
filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
wadc - wadc - A programming language for the construction of Doom maps
PBR-Shaders - Standard PBR shader written in Unity Cg