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Open Sourcing Seurat: bringing high-fidelity scenes to mobile VR

developers.googleblog.com

69 points by barrongineer 8 years ago · 10 comments

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jessedhillon 8 years ago

Isn't this just view frustum culling?

  • jayd16 8 years ago

    Not really. The process takes RGB and depth images and regenerates a new mesh of the scene.

    The process is able to reconstruct occluded objects by using multiple images from within a view box. That way the scene should look fully intact as long as the viewer is within the box.

    Think stitching together a 3d panorama but with enough capture data that you can also peek around things.

    • John_KZ 8 years ago

      It's great for performance enhancement but it seems like it would never work with global illumination.

      • jayd16 8 years ago

        Depends what you need. Everythin including GI is baked into the mesh.

        If you want dynamic lights, you could try to bake a out the scene as diffuse and then again as normal maps. Then you can have simplified realitime illumination while still baking in AO, static diffuse lights, and the LODed mesh.

        • John_KZ 8 years ago

          It still doesn't sound like it would work with a lot of direction-depended specular reflections or reflective surfaces.

          • bananaboy 8 years ago

            You could probably bake out normals as part of the process (essentially generate a G buffer) and use that for specular type effects.

  • monocasa 8 years ago

    No, it's occlusion culling (offline baked as far as I understand it).

    It really reminds me of RAGE for the iPhone.

    https://blog.tojicode.com/2011/05/rage-webgl-tech-talk.html

    • HammadB 8 years ago

      I may be understanding Seurat wrong but I think its more than just that. I think they bake a surface light field and do some form of image-based rendering against a much lower-poly version of the mesh.

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