google / filament

Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
https://google.github.io/filament/
Apache License 2.0
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VR / Daydream supported ? #435

Open dsanjit opened 6 years ago

dsanjit commented 6 years ago

Would like to use Filament in a Daydream / Oculus GO / Rift project. Is stereo supported along with multiview and other optimizations ?

romainguy commented 6 years ago

Stereo rendering is not currently supported. It's something we'd like to have eventually.

rawnsley commented 5 years ago

@romainguy Is there anything to stop us implementing this ourselves as two View's (one for each eye) into the same Scene?

romainguy commented 5 years ago

That would work unless you need a custom post process step (for foveated rendering etc.). It also wouldn't be as efficient as if the engine supported VR natively.

rawnsley commented 5 years ago

@romainguy Any chance of a hint on the best approach to GoogleVR SDK integration? The lifecycle is based around GvrView, but the underlying Surface object it creates is not exposed so I'm not sure how I can create a Fragment SwapChain that targets the underlying buffers or if that's in fact what I should be doing at all.

I read that we can't just retrofit Fragment into our GLSurfaceView applications and carry on as before so I'm wondering if the same is true of libraries like GoogleVR that manage the underlying surface lifecycle internally.

romainguy commented 5 years ago

Interesting, the way GrView works is not what I would have expected (and it's incompatible with Vulkan too). We'll take a look. Libraries should not manage the surface like this.

romainguy commented 5 years ago

I just found a lower level that seems to be what you/we want: https://developers.google.com/vr/reference/android/com/google/vr/ndk/base/GvrLayout

rawnsley commented 5 years ago

That looks promising! I will report back (and thanks again)

rawnsley commented 5 years ago

I can get a trivial rendering working with GvrLayout:

gvr-triangle

Obviously this is ignoring the stereo image requirements and the lens distortion correction post-processor, which might be challenging to integrate as it appears to be OpenGL specific.

I'm going to mark this down as possible but complicated and circle back once better minds than mine have done the heavy lifting. I've got everything I need for integrating Fragment with my own VR SDK now, so I just needed to confirm that 3rd party VR SDK integration was going to be possible in the future.

romainguy commented 5 years ago

Looks like we'll need to add support indeed. And it looks like it will be GL specific and not work with Vulkan :/

oahc09 commented 5 years ago

Stereo rendering is not currently supported. It's something we'd like to have eventually.

I'm working on using the Filament engine to vr headset like oculus quest or htc vive,find that GLSurfaceView is not supported, can you give some methods or suggestions about how to run filament engine by GLSurfaceView. Very thanks ~

rawnsley commented 5 years ago

@oahc09 I haven't actually done it, but the Oculus mobile SDK appears to support integration with graphics libraries that need to own the EGL context as long as you respect various overlapping lifecycles.

romainguy commented 5 years ago

@oahc09 You cannot use Filament with a GLSurfaceView as Filament needs to own the EGL context. What you'll have to do is integrate whatever VR SDK you need into Filament's backend (filament/backend in the source tree). It's something we want to do eventually.

oahc09 commented 5 years ago

@oahc09 You cannot use Filament with a GLSurfaceView as Filament needs to own the EGL context. What you'll have to do is integrate whatever VR SDK you need into Filament's backend (filament/backend in the source tree). It's something we want to do eventually.

Yes, I'm trying to do some integrate with vr sdk by using ndk, and change the filament engine.cpp/platformegl.cpp code, but just in exploration stage, because i'm not very familiar with the render framwork. If you have some flow charts about the render framework , can you share them? It may by very helpful to me. Thanks very much.

dsanjit commented 4 years ago

Any progress on VR support please? Or maybe I missed something...

rawnsley commented 4 years ago

@dsanjit I don't believe there are any plans for specific VR support in Filament at the moment. I have managed to use Filament successfully with at least one VR SDK and I think the method would extend to the others. Happy to sketch out my current approach if it would help.

oahc09 commented 4 years ago

Any progress on VR support please? Or maybe I missed something...

You can refer to the branch : https://github.com/NibiruDev/filament_V1.4.0_Nibiru It makes filament suppored on vr hmd。

dsanjit commented 4 years ago

@rawnsley Thanks! Did you use GL_OVR_multiview or similar to do multiview rendering ? If yes some details would help.

@oahc09 Thanks will check !

rawnsley commented 4 years ago

@dsanjit I don't think Filament supports multiview rendering. I use two Filament Views (one for each eye) that render to texture buffers that I then submit to the VR engine for display. Thread and EGL context management is a bit painful, but possible.

One problem is that you need to wait until Filament has finished rendering before sending the frame to the VR SDK, but the only option is currently flushAndWait. This hurts efficiency and limits the frame rate, but in most VR SDKs the problem is reduced by asynchronous timewarp (which decouples the head rotation from the frames being submitted). In 6DoF headsets or scenes with a large amount of movement (independent of the head rotation) the artefacts will be worse.

Nolram12345 commented 1 year ago

Any updates on VR support for Filament ?