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开源软件名称(OpenSource Name):julienkay/MobileNeRF-Unity-Viewer开源软件地址(OpenSource Url):https://github.com/julienkay/MobileNeRF-Unity-Viewer开源编程语言(OpenSource Language):C# 100.0%开源软件介绍(OpenSource Introduction):MobileNeRF Unity ViewerThis repository contains the source code for a Unity port of the web viewer from the paper MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures Please note, that this is an unofficial port. I am not affiliated with the original authors or their institution. SetupAfter cloning the project you can simply use the menu MobileNeRF -> Asset Downloads to download any of the sample scenes available. In each scene folder there will be a convenient prefab, that you can then drag into the scene and you're good to go. UpdatingSince the initial release a small number of features have been added to the automatic shader generation code. That means, that if you have already downloaded some scenes before, you'll have to regenerate the source files by going to MobileNeRF -> Asset Downloads again. (This will not actually redownload Assets unless necessary, so this shouldn't take too long) DetailsThe project was created with Unity 2021.3 LTS using the Built-in Render Pipeline. The biggest deviation from the official viewer is, that this project doesn't use Deferred Rendering, but uses Forward Rendering instead. This has certain implications on performance. While the MobileNeRF representation itself greatly reduces the cost to render NeRFs, it still requires evaluating a small, view-dependent MLP (Multi Layer Perceptron) per fragment. Whenever the bottleneck is in the fragment shader, Deferred Rendering has obvious advantages, as each pixel only needs to run a single fragment shader. Forward Rendering however gives us MSAA, which is important for VR use cases. Additionally, in VR the image has to be rendered twice, once for each eye, with a fairly large resolution. The larger the G-buffer, the smaller the benefit of Deferred Rendering. Still, MobileNeRFs mesh representations have a fairly large poly count which works against us here. Some things to possibly look into:
For more details read the official paper here: https://mobile-nerf.github.io/ |
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