Like I said, Sceneform used Filament (not the other way around). I know of a few Google products that use Filament but having left the company I'm not sure what I'm at liberty to talk about unfortunately. Btw, I'm one…
Sceneform != Filament. Sceneform was an AR-oriented framework that used Filament as its renderer. Filament itself is very much alive and under active development.
It's used on desktop and iOS as well.
Filament is used at Google.
Jetpack Compose was announced before SwiftUI :)
The engine itself only has two external dependencies: STL (internal use only, not part of the APIs) and robin-map. The (optional) Vulkan backend adds a third one: vkmemalloc. The host tools (material compiler, etc.) do…
The engine was never intended to support WebGL. We only used WebGL to quickly prototype the lighting system.
We just serve straight from the source tree so it's not out of date :)
It's similar techniques, just better because they can afford more effects on a PS4 :)
There are several spectral renderers out there, such as Weta Digital's Manuka. I don't know if they bother with parts of the EM spectrum that are outside of the visible range though. I imagine UVs can be important to…
Thank you! This is exactly the same render that I get. I could try and widen the column. I've grown to like the narrower width when reading graphics papers like this but I understand it's not for everybody.
The WebGL demo was the initial prototype of Filament :)
Would you mind sharing a screenshot somewhere? I'm just using Markdeep's default CSS and the font size seems reasonable on all my screen. I'd be happy to try and tweak it though.
Glad you like it. We found it hard to piece together all the information we needed and after reading hundreds of papers and presentations we figured that writing such a document would be helpful to beginners like us (in…
You must be mistaking me with someone else.
We are trying to have all the tools available in ADT/monitor. Systrace can actually be invoked directly from ADT/monitor, there's a button in the toolbar for this.
Frame buffers are 32 bits, not 24 bits. You must also take into account the cost of blending. Also, you don't necessarily get all the bandwidth (especially when the device is not running at full clock.)
Android does not use the depth buffer. The UI toolkit draws back to front. We are thinking about ways to improve this but most apps draw blended primitives back to front. An optimization I want to get in is to resort…
You are right but apps are not in control of the shaders, at least not directly. It is possible to make the View system use complicated shaders but it's rare and I've never seen this be the cause of performance issues…
Like I said, Sceneform used Filament (not the other way around). I know of a few Google products that use Filament but having left the company I'm not sure what I'm at liberty to talk about unfortunately. Btw, I'm one…
Sceneform != Filament. Sceneform was an AR-oriented framework that used Filament as its renderer. Filament itself is very much alive and under active development.
It's used on desktop and iOS as well.
Filament is used at Google.
Jetpack Compose was announced before SwiftUI :)
The engine itself only has two external dependencies: STL (internal use only, not part of the APIs) and robin-map. The (optional) Vulkan backend adds a third one: vkmemalloc. The host tools (material compiler, etc.) do…
The engine was never intended to support WebGL. We only used WebGL to quickly prototype the lighting system.
We just serve straight from the source tree so it's not out of date :)
It's similar techniques, just better because they can afford more effects on a PS4 :)
There are several spectral renderers out there, such as Weta Digital's Manuka. I don't know if they bother with parts of the EM spectrum that are outside of the visible range though. I imagine UVs can be important to…
Thank you! This is exactly the same render that I get. I could try and widen the column. I've grown to like the narrower width when reading graphics papers like this but I understand it's not for everybody.
The WebGL demo was the initial prototype of Filament :)
Would you mind sharing a screenshot somewhere? I'm just using Markdeep's default CSS and the font size seems reasonable on all my screen. I'd be happy to try and tweak it though.
Glad you like it. We found it hard to piece together all the information we needed and after reading hundreds of papers and presentations we figured that writing such a document would be helpful to beginners like us (in…
You must be mistaking me with someone else.
We are trying to have all the tools available in ADT/monitor. Systrace can actually be invoked directly from ADT/monitor, there's a button in the toolbar for this.
Frame buffers are 32 bits, not 24 bits. You must also take into account the cost of blending. Also, you don't necessarily get all the bandwidth (especially when the device is not running at full clock.)
Android does not use the depth buffer. The UI toolkit draws back to front. We are thinking about ways to improve this but most apps draw blended primitives back to front. An optimization I want to get in is to resort…
You are right but apps are not in control of the shaders, at least not directly. It is possible to make the View system use complicated shaders but it's rare and I've never seen this be the cause of performance issues…