KhronosGroup / glTF-Sample-Viewer

Physically-Based Rendering in glTF 2.0 using WebGL
Apache License 2.0
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Use HDR image for the environment map #2

Closed vorg closed 5 years ago

vorg commented 7 years ago

The currently used LDR envmap is very overexposed and doesn't do the justice to show the power of the PBR workflow. Has there been consideration to implement full HDR Probes (Radiance) file format parsing or RGBM encoding?

emackey commented 7 years ago

@bghgary Does BabylonJS support HDR in any form?

bghgary commented 7 years ago

Yes. All the environment maps are HDR, for example.

emackey commented 6 years ago

@moneimne or @snagy Do either of you have some bandwidth to look into implementing this?

snagy commented 6 years ago

@emackey I don't have any time soon; I'm going to be prioritizing some cleanup and maintenance of the existing stuff over enhancements.

emackey commented 6 years ago

OK. There doesn't seem to be a standard way of doing HDR environments in WebGL, unfortunately. BabylonJS looks like they invented their own *.babylon.hdr file format for this purpose, but we can't reuse that here.

pjcozzi commented 6 years ago

For HDR in WebGL 1.0, see http://webglinsights.github.io/downloads/WebGL-Insights-Chapter-16.pdf

UX3D-nopper commented 5 years ago

Works now with the new glTF 2.0 sample viewer.