@@ -103,24 +103,72 @@ <h2>Render Fidelity Comparison Results</h2>
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as real-time rendering at this level of quality is still very much an area
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of active research with improvements being made constantly. This site
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demonstrates where we are on that path to convergence and highlights areas
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- that could still use improvement. We are comparing the most popular web
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- renderers: < a href ="https://threejs.org/ " target ="_blank " rel ="noopener "> three.js</ a >
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- (represented by <model-viewer>), < a
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- href ="https://google.github.io/filament/webgl/ "
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- target ="_blank " rel ="noopener "> filament.js</ a > , < a href ="https://www.babylonjs.com/ "
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- target ="_blank " rel ="noopener "> babylon.js</ a > , < a href ="https://github.khronos.org/glTF-Sample-Viewer-Release/ "
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- target ="_blank " rel ="noopener "> gltf-sample-viewer</ a > , and < a href ="https://github.com/gkjohnson/three-gpu-pathtracer/ "
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- target ="_blank " rel ="noopener "> three-gpu-pathtracer</ a > . If any other renderers would like to be
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+ that could still use improvement. We are comparing the most popular real-time web
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+ renderers as well as path tracers (a rendering technique that uses far fewer approximations than are required by real-time renderers):</ p >
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+ < table class ="browser-support ">
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+ < tr >
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+ < th > Name</ th >
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+ < th > Rendering Type</ th >
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+ < th > Platform</ th >
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+ < tr >
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+ < td > < a href ="https://threejs.org/ " target ="_blank " rel ="noopener "> three.js</ a >
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+ (represented by < a
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+ href ="https://modelviewer.dev "
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+ target ="_blank " rel ="noopener "> <model-viewer>)</ a > </ td >
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+ < td > Real-Time</ td >
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+ < td > Web</ td >
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+ </ tr >
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+ < tr >
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+ < td > < a
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+ href ="https://google.github.io/filament/webgl/ "
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+ target ="_blank " rel ="noopener "> filament.js</ a > </ td >
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+ < td > Real-Time</ td >
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+ < td > Web, Android</ td >
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+ </ tr >
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+ < tr >
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+ < td > < a href ="https://www.babylonjs.com/ "
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+ target ="_blank " rel ="noopener "> babylon.js</ a > </ td >
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+ < td > Real-Time</ td >
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+ < td > Web</ td >
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+ </ tr >
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+ < tr >
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+ < td > < a href ="https://github.khronos.org/glTF-Sample-Viewer-Release/ "
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+ target ="_blank " rel ="noopener "> gltf-sample-viewer</ a > </ td >
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+ < td > Real-Time</ td >
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+ < td > Web</ td >
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+ </ tr >
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+ < tr >
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+ < td > < a
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+ href ="https://www.3ds.com/products-services/3dexcite/resource-center/stellar-physically-correct/ "
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+ target ="_blank " rel ="noopener "> Dassault STELLAR</ a > </ td >
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+ < td > Path Tracing</ td >
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+ < td > Windows, Linux</ td >
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+ </ tr >
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+ < tr >
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+ < td > < a
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+ href ="https://www.chaos.com/3d-rendering-software "
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+ target ="_blank " rel ="noopener "> Chaos Group V-Ray</ a > (via < a
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+ href ="https://github.com/ChaosGroup/vray_gltf "
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+ target ="_blank " rel ="noopener "> vray_gltf</ a > )</ td >
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+ < td > Path Tracing</ td >
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+ < td > Linx, Windows, MacOS</ td >
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+ </ tr >
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+ < tr >
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+ < td > < a href ="https://github.com/gkjohnson/three-gpu-pathtracer/ "
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+ target ="_blank " rel ="noopener "> three-gpu-pathtracer</ a > </ td >
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+ < td > Path Tracing</ td >
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+ < td > Web</ td >
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+ </ tr >
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+
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+ </ table >
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+
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+ < p > If any other renderers would like to be
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included, please open a PR adding them to the < a
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href ="https://github.com/google/model-viewer/tree/master/packages/render-fidelity-tools/src/components/renderers "
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target ="_blank " rel ="noopener "> render-fidelity-tools</ a >
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package.</ p >
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- < p > In addition, we are showing a ground-truth render provided by < a
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- href ="https://www.3ds.com/products-services/3dexcite/resource-center/stellar-physically-correct/ "
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- target ="_blank " rel ="noopener "> Dassault STELLAR</ a > , which is a professional
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- path-tracing renderer and approaches the physical result with far fewer
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- approximations than are necessary in real-time renderers.</ p >
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+
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< p > The first set of scenarios are for demonstrating material capabilities,
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so these are primarily fidelity tests. Following these are simpler cases
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