Garrett Johnson
Garrett Johnson
[NVidia's Percentage Closer Soft Shadows](http://developer.download.nvidia.com/shaderlibrary/docs/shadow_PCSS.pdf) do a decent job of approximating area light shadows. I was toying with hacking them in to a THREE.js scene here: https://gkjohnson.github.io/threejs-sandbox/pcss/index.html. It's using a...
> There is already a pcss implementation in three.js that myself and oreshant wrote a while back. I hadn't seen that! It looks good. I didn't know you could generate...
Awesome! Thanks for making a PR. Have you considered the solution I suggested in https://github.com/mrdoob/three.js/issues/24635#issuecomment-1245628352? Ie instead of adding two faces [here](https://github.com/mrdoob/three.js/blob/dev/examples/jsm/loaders/LDrawLoader.js#L1139-L1159) we can just add a field to the...
Activision's [Ground Truth Ambient Occlusion](https://research.activision.com/t5/Publications/Practical-Real-Time-Strategies-for-Accurate-Indirect-Occlusion/ba-p/10002180) and [Unigine's SSRTGI](https://80.lv/articles/ssrtgi-toughest-challenge-in-real-time-3d/) both look really impressive and would be great to have available. Is the assumption that these would come after something like multiple...
> I think sketchfab does more than just disable AA while the camera is moving though. Some of this has already been mentioned but here's what I noticed with sketchfabs...
This looks great -- here's an artifact I see in Chrome on 2017 Mac with a Radeon Pro 560 that I don't see in @bhouston's screenshot (notice the hard edge...
Thanks for the report! Try to reproduce the error using the latest version of the library (v0.5.16) instead of v0.4.3? And if it's still an issue please make a live...
Thanks it looks like this may be a result of an overly simple BVH structure when generating for something like a cube with groups. I'll have to take a deeper...
> In khronos-VertexColor, colors are stored as normalized float 32 values. So should we assume that vertex colors are already normalized (0-1) and stored as float32? I know blender uses...
It looks like three.js will only render transparency when `material.transparent = true` which is why the vertex alphas aren't respected in the three.js forward rendering pipeline. If you set `material.transparent`...