The new 2.9 Release supports now webVR directly. A new video showcases this feature.
webVR is cool. Virtual Reality (VR) works without software deployment, just in the browser.
One major issue right now is the data size. VR needs consistently HIGH refresh rates (frames per second, FPS), but current WebGL frameworks are sensitive to the input data size. Therefore, big data leads to LOW FPS and/or excessive download times.
Our Solution: The output-sensitive instant3Dhub calculates and streams only visible parts.
Since version 2.2.4, webVis supports a highly efficient edge enhancement as additional rendering mode. Starting from version 2.2.5, we also added a colorize effect, assigning a random color to each part. Both effects operate in screen space, using a highly efficient deferred shading method, which completely avoids a re-rendering of the 3D scene when changing materials or shading styles. Our example image shows default rendering (left), edge enhancement (middle) and edge enhancement plus random colors (right).
The Khronos Group, an open consortium of leading hardware and software companies, just announced that the glTF™ 1.0 (GL Transmission Format ) royalty-free specification for transmission and loading of 3D content has been finalized for Ratification and is immediately available for use by tools and application vendors.
With SRC, Fraunhofer IGD already provides support for a modified subset of an earlier version of glTF™. The proposed extensions KHR_binary_glTF and WEB3D_quantized_attributes have been actively developed by a team of experts, including the instant3Dhub team. This development will be bridging the gap between Khronos’ and the Web3D consortium’s standards, and it will help to ensure that instant3Dhub keeps using well-specified, standard technology. This makes instant3Dhub even safer for long-term use and helps us to ensure backwards compatibility.
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