Awesome
svbrdf-oculus
A Direct3D 11 program to render captured materials using Oculus Rift, using materials from Two-Shot SVBRDF Capture for Stationary Materials by Aittala et al (2015).
Supported features
- Rendering with a procedural quadrilateral or a loaded
.OBJ
mesh with texture coordinates. - Lighting using point lights.
- Simple displacement mapping using Direct3D 11 tessellation with adjustable tessellation density and displacement magnitude.
- Simple shadow mapping with PCF.
- Simple tangent space normal mapping.
- Antialiasing with 2x SSAA, 4x SSAA and 4x MSAA.
- Texture space lighting for antialiasing, when rendering with the procedural quadrilateral.
- Support for saving and loading preset scenes.
How to get started
- Clone the
svbrdf-oculus
repository. - Download the captured material set from Two-Shot SVBRDF Capture for Stationary Materials Code and data.
- The material set is the large 13 GB 7-zip archive Dataset: Output texture maps.
- The heightmaps are in a second archive Dataset for the Oculus Rift viewer: Height maps.
- Extract the captured material set under the
bin/data
directory, which is the default data directory. - Optionally, extract the heightmaps for the captured materials under
the
bin/data
directory. This is required for displacement mapping. - Run
bin/SVBRDFOculus.exe
. - The default scene should load, and an on-screen help text should be displayed.
A reasonably powerful GPU is required for enabling some of the supported
effects when rendering with Oculus. svbrdf-oculus
was developed and
tested using an NVIDIA GeForce GTX 970 and an Oculus Rift DK2.
The stand-alone .exe
should run on any Windows version that supports
Direct3D 11. Windows 10 and Windows 8.1 have been tested. For rendering
with the Oculus Rift, the Oculus runtime is required to be installed.
The software should run without the Oculus runtime, in which case VR
rendering is disabled.
Compiling
svbrdf-oculus
has been developed using Windows 10, Visual Studio 2015
and Oculus SDK 0.8.0. It should also compile with few or no
modifications under Visual Studio 2013, although Visual Studio 2015 is
recommended.
For compiling, a Visual Studio 2015 solution file is provided under
SVBRDFOculus/SVBRDFOculus.sln
. Additionally, the Oculus SDK is
required, and the $OVRSDKROOT
environment variable should be set to
point to the Oculus SDK directory.
In order to run properly, the program needs to be pointed to a data
directory which it recursively scans for materials, height maps, and
meshes. This is done with the --data <data-directory>
command line
switch. If the switch is omitted, ./data
is used as the default.
License
All source code is fully open source for both noncommercial and commercial usage, and is licensed under the MIT license.
The example meshes under the bin/data
directory are copyright by their
respective authors. Each directory contains a more detailed license
file.
cube
is in Public Domain, and was created by Morgan McGuire. It was downloaded from McGuire Graphics Data.head
was created by Lee Perry-Smith and is licensed under a Creative Commons Attribution 3.0 Unported License. It was downloaded from McGuire Graphics Data.teapot
was created by Martin Newell. It was downloaded from McGuire Graphics Data.toaster
was created by Andrew Kensler. It was downloaded from The Utah 3D Animation Repository.