One of my favorite things about Babylon.js is our excellent and continually improving PBR support. Combined with some offline skills like HDR compositing in Photoshop, the ability to light a scene with one or more HDR images represents a huge advantage to the small, indie developer.
In TRADE, the trading game which we are working on, I’ve gone so far that the only light in the scene is the “light” from the HDR image mapped to the skybox.
A big limiting factor here is the size of the image being used for lighting because we must, at least the first time, require that the player wait until the image is downloaded before we show the scene.
Creating these images warrant’s a whole discussion on its own. For now, let’s say it’s:
8K Equirectangular Radiance HDR -> 2K per side DDS using Lys -> 2K per side Babylon ENV.
Notice I don’t even try to go above 2K on the DDS because the Playground ENV converter appears to choke on anything over 2K.
I want to commend the Babylon team for this .env format. I love this. It’s the “mp3” to the DDS “wav”, and what are mp3s good for?
Streaming.
This is where we need to go.
Progressive loading, at least.
I propose a new container file format, inspired conceptually by the Smart Image Based Lighting format, but tailored to our needs here in the real-time rendering world.
Working name: “Progressive HDR Environment” (.PHE)
It’s just a folder of images with a JSON description file that looks something like this :
Now we need to be able to load these, one at a time, starting with the lowest resolution version, without blocking the scene, once that first image is loaded as the IBL environment aka mapped to a skybox. We can script this easily as a state machine using XState :
Our load methods will use promises and raise the event “ENV_LOADED” when complete.
Realizing that there is probably a better way to do this with a custom shader, my first thought regarding the approach is to use a sort of “double buffering” and to create a custom skybox for this purpose which is really two skyboxes, one just inside the other, acting as the “backbufffer” and “frontbuffer”. The logic looks like this :
Anyone have any improvements to suggest? I have a lot more I can say about current limitations and how we can get to 16K and about how we can serve this all out from the cloud so unlimited HDR environments might be “browsed” as easily as browsing IG.
I’m very happy you replied and that you like this direction. While I am primarily focused on delivering a highly specialized product at my company, I am also persuaded that there are some things best done in the context of the community around babylon.js, and I would love to find ways I might effectively collaborate with the community.
Overall upgrades to the fidelity of the experiences made possible by babylon.js is a goal I think it is best to pursue as a community, as we all benefit via the improvements of our various specialized applications.
While I have your attention, let me step back and tell you where I intend to go with this.
What I am self-consciously pioneering with our Bionic Trader line, beginning with this game we call TRADE, is what we might call “The Streaming App”.
At the heart is this framework I’ve built around babylon.js, that I call “GLSG (Global Liquidity Scene Graph)”
I described it in my other post about TRADE.
GLSG allows me to define a Scene which is a hierarchy of SceneElement’s. The Scene encapsulates a single babylonjs “scene” and SceneElement extends BABYLON.TransformNode.
The reason I decided to “wrap” the babylon internal scene graph like this becomes apparent when I tell you that each SceneElement can be bound to a SceneElementPresenter which is updated with realtime data by one or more ActiveModels.
I’ve built this simple, extensible MVP framework focused on bringing multiple streams of high frequency realtime-data into the babylon.js world.
TRADE is the first example. Consider why I call this a “streaming app”. The entire experience is rendered onto a single fullscreen canvas. Consider that the javascript code sent to each player’s browser is good for nothing without the realtime data feeds that we use to “drive” the experience. Without the on-demand loading of asset’s that we serve, you will not even be able to see anything in the scene because we “stream” in the lighting.
The GLSG Application is something like a domain specific media player, where the “CODEC” decodes 3D meshes and associated assets, along with coded behaviors, in stead of simply decoding colored pixels.
I believe this is the way forward and that this represents some major adjantages to those who lay hold on this model and extend it.
My ideas here around Progressively Loaded HDR Environments stem from a larger idea I have which illustrates the power of the streaming app paradigm.
Here we have this wonderful library of over 400 16K HDR Panoramas. Some are even 24K.
Let’s devise a workflow which will process this entire library into a cloud hosted set of .PHE Environments, so that my users might “subscribe” to different environments. The entire set might be browsed in real-time. Imagine swiping left and righ to see your entire PBR environment crossfade from one look to another. (All we are doing is progressively loading the lower res images in the set). See one you like, tap, and we load in the rest.)
Do you see how this is such a huge advantage over publishers that must “ship” a DVD, for example, or who must “submit” all new apps and their content to an “app store”?
The main roadblock I have right now is the .env creation process using a single thread in my local browser. We would need to port it to a lambda function. Also, it would be good to update it so it can work multi-core. Maybe it breaks a 16K image into 64 2K planes and spins up 65 functions - 64 to process and 1 to stitch back to 64K.
Likewise with the .HDR to .DDS process using Lys. Depending on how their Licensing works, I could automate this toy my making Lys run in the cloud automatically, processing from one cloud folder to another, where the .ENV converter will run.
Also, I’m considering that I may blur the lower resolution images so they provide adequate lighting without being blocky. This way, blockiness is ruled out of the format. Low res images lack “sharpness”.
The dream situation is I press a button, and some hours later, I’ve got over 400 .PHE Environments sitting in an S3 bucket, able to be browsed in realtime PBR 3D.
I’ll start by implementing this first PHE locally, according to the plan I presented yesterday.
Oh, and it strikes me that we can consider this PHE to be a sort of “streaming mip-mapping.”
Cool.
PS Related idea. What if .ENV can be the basis for the first practical 360 degree HDR streaming video codec? If we can cloud automate all this, it would be possible to render out high res HDR videos as a series of HDR panos (V-Ray does this easily, for example). Then process each one into .ENV, then process the series of ENV frames using h.265 or the best solution which allows for alpha. The codec would see just a regular LDR video with an alpha channel. Then we just need shader code on the client which will reconstruct the ENV for display in realtime. (reading the light values from the alpha channel of the video). We map this resulting video to the skybox and we have a real animated HDR environment. Imagine an HDR rendered sunset causing the lighting of your entire scene to change realistically in real-time.