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Khronos 3D APIs already powering AR/VR Rendering PDF

28 Pages·2017·3.01 MB·English
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Preview Khronos 3D APIs already powering AR/VR Rendering

Open Standards for 3D and AR on the Web Neil Trevett | Khronos President NVIDIA VP Developer Ecosystem [email protected] | @neilt3d © Copyright Khronos Group 2017 - Page 1 Topics Latest updates Lessons from the Khronos and its relevant to 3D and past and looking API ecosystem AR on the Web to the future 1 2 3 © Copyright Khronos Group 2017 - Page 2 Khronos Mission Software Silicon Khronos is an International Industry Consortium of over 100 companies creating royalty-free, open standard APIs to enable software to access hardware acceleration for 3D graphics, Virtual and Augmented Reality, Parallel Computing, Neural Networks and Vision Processing © Copyright Khronos Group 2017 - Page 3 Khronos Standards Ecosystem 3D for the Web Real-time 2D/3D - Real-time apps and games in-browser - Cross-platform gaming and UI - Efficiently delivering runtime 3D assets - VR and AR Displays - CAD and Product Design - Safety-critical displays VR, Vision, Neural Networks Parallel Computation - VR/AR system portability - Machine Learning acceleration - Tracking and odometry - Embedded vision processing - Scene analysis/understanding - High Performance Computing (HPC) - Neural Network inferencing © Copyright Khronos Group 2017 - Page 4 Augmented Reality - Native Acceleration Download 3D augmentation object and scene data Tracking and Positioning Generate Low Latency Vision Geometric scene 3D Augmentations for sensor(s) reconstruction display by optical system Semantic scene understanding (Neural Networks) AR Application How can we bring Interact with sensor, haptic ACCELERATED AR to and display devices the Web? © Copyright Khronos Group 2017 - Page 5 Compact to Transmit Fast to Load Describes Full Scenes Runtime Neutral Open and Extensible © Copyright Khronos Group 2017 - Page 6 glTF Milestones glTF 2.0 launched today - here at Web3D! Microsoft joins We Are Specification Editors Here! 7 Months 2012 thru Dec Oct Mar June 2014 2015 2016 2017 2017 Design Iteration and glTF 1.0 Spec Industry glTF 2.0 glTF 2.0 Spec Multiple Ratified and Roadmap Provisional spec for Release Implementations Released Meeting industry freedback Original motivation: Physically Based Rendering Significant standardized way to for higher-quality materials deliver 3D into Industry Adoption and rendering API WebGL applications independence © Copyright Khronos Group 2017 - Page 7 What’s New in glTF 2.0 • Physically Based Rendering (PBR) material definitions - Material information stored in textures • Graphics API neutral - Proven by engine implementations using WebGL, Vulkan and Direct3D - GLSL materials moved to extension for existing content and specialized use cases • Morph Targets - Enhanced animation system • Improvements - Binary glTF in core - Dozens of refinements for enhanced performance and a tighter, clearer specification Sketchfab User: theblueturtle https://sketchfab.com/models/b81008d513954189a063ff901f7abfe4 © Copyright Khronos Group 2017 - Page 8 glTF 2.0 Scene Description Structure .gltf (JSON) Node hierarchy, PBR material textures, cameras .png .bin .jpg Geometry: vertices and indices Animation: key-frames ... Skins: inverse-bind matrices Textures Geometry Texture based PBR materials © Copyright Khronos Group 2017 - Page 9 glTF 2.0 Scalable, Portable PBR • glTF 2.0 PBR Requirements - Simple and inexpensive to implement - So can be everywhere – even mobile devices - Scalable - Two combinable models – but materials continue to work even if just core supported • Metallic-Roughness Material model - baseColor — base color - metallic — metalness - roughness — roughness - Simple to implement - mandated in core • Specular-Glossiness Material model Illustrations by Fraunhofer - diffuse — reflected diffuse color - specular — specular color - glossiness — glossiness - Slightly more resources - optional extension © Copyright Khronos Group 2017 - Page 10

Description:
3D graphics, Virtual and Augmented Reality, Parallel Computing, augmentation object and scene data. AR Application Two combinable models – but materials continue to work even if just core supported . Perhaps a JavaScript Web graph API over Vulkan is still useful? Vision. Node. Vision. Node.
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