Explore tweets tagged as #envmap
あ、iOS13のusdzのAR Quick Lookは、 envmapを遅延で更新してますね。 後々ARKitかUnityで実装しようと思ってたことは、すでに実装されてた。 すごいな、標準機能。
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📢 Check out 𝗥𝗲𝗹𝗶𝗴𝗵𝘁𝗮𝗯𝗹𝗲 𝗚𝗮𝘂𝘀𝘀𝗶𝗮𝗻 𝗖𝗼𝗱𝗲𝗰 𝗔𝘃𝗮𝘁𝗮𝗿𝘀! Our latest codec avatars using 3D Gaussians generalize to novel lighting (OLAT, envmap) with *all-frequency* reflection (see video for hair and eye reflection) in real-time! https://t.co/hmO0she2t6
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Been testing out some old ENVMAP tricks in sfm, seeing as people complain they always glow in the dark theres a few neat tricks to get around that. Here's a bit of a test I did (yes I know its an old model but I wanted to give it a try)
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TEXTURE SOURCE FOUND! This envmap used across Super Mario Strikers is actually an envmap taken in ~1998/1999 and used for Paul Debevec's "Fiat Lux", a CG movie revolving around an image-based model of St. Peter's Basilica that premiered at SIGGRAPH '99.
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TEXTURE SOURCE FOUND! This envmap used in Mario Party 9 for Bowser's star-stealing spacecraft is an artistic rendition of a primordial quasar by Wolfram Freudling and the European Space Agency/Space Telescope-European Coordinating Facility/European Southern Observatory.
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THE SUPER MARIO GALAXY 2 GUIDE BOOK (ENCLOSED WITH THE GAME) SHOWS A BUILD OF THE GAME WHERE THE ARROW IS GREEN! It also shows a lack of pebbles and grass sprouts around the mud circle, something reflected in the envmap of the magic barrier protecting the Yoshi Egg!
The arrow that appears at the end of Yoshi's tongue when he's holding a spit-able object (Spiny Shells, most often) in Super Mario Galaxy 2 appears red, but the model ripped from the game reveals that it is actually green, and uses shaders to appear red.
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Using PmremGenerator to render a rotated envMap + Using GroundProjectedEnv with rotation for background + Dir Light placed overlapping the hdri's sun to cast shadows Demo: https://t.co/mfrckmjxez
#threejs #webgl #gltf
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#water #blob in #threejs with #fresnel #reflection, #envmap #refraction, smooth #specular #light and of course a tiny #hemiLight
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🍩時々思い出したようにやっているprefiltered envmapって何なのかと言うとこういう事でして、roughnessに設定された値と映り込みの見た目を一致させるためにやってるんですね
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🍩滑らかな感じになりました😃直接光は太陽と区別しやすいように水色にしてます。C++からGPUを使えるようになったのでコマンド一発でhdrファイルからprefiltered envmapの入ったddsファイルに出来るようになりました☺️
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🍩CPUでやるとたった16サンプルでも10秒以上かかるprefiltered envmapの作成がGPUだと32サンプルでも60fpsで😳こりゃいいやということで各フレームの平均を取れるようにすれば動画に500フレームも出せば16000サンプルの平均とかいう極めて滑らかな出力が得られます。これはいい感じ🥳
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Quick staycation project, add basic GTAO support to the toy engine and compare GTAO+preconvolved envmap with RT of the envmap, difference being that radiance convolution and visibility are separate in the first case and part of the same integral in the second. 1/3
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was checking some old sessions of sfm and forgot how envmap can beautify stuff
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Changed envmap texture for crystal gun and tested shooting anims
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after not using sfm for a long time i still kinda got them materials down -- everythings pretty much set up in the vmts the only thing thatd need changing in every session/shot is the envmap tints
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