You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: readme.md
+11-3Lines changed: 11 additions & 3 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -34,13 +34,13 @@ Go to the [releases section](https://github.com/julienkay/MobileNeRF-Unity-Viewe
34
34
35
35
### Importing sample scenes
36
36
37
-
After succesful installation, you can use the menu *MobileNeRF -> Asset Downloads* to download any of the sample scenes available.
37
+
After succesful installation, you can use the menu `MobileNeRF -> Asset Downloads` to download any of the sample scenes available.
38
38
In each scene folder there will be a convenient prefab, that you can then drag into the scene and you're good to go.
39
39
40
40
### Updating
41
41
42
42
Since the initial release a small number of features have been added to the automatic shader generation code.
43
-
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.
43
+
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.
44
44
(This will not actually redownload Assets unless necessary, so this shouldn't take too long)
45
45
46
46
### Importing self-trained scenes
@@ -67,6 +67,14 @@ Some things to possibly look into:
67
67
* Forward Rendering, but do a Depth Prepass to reduce overdraw (might require URP, see [here](https://forum.unity.com/threads/need-clarification-on-urps-use-of-the-depth-prepass.1004577/) and [here](https://gist.github.com/aras-p/5e3aa6f81c543ca74e3ae296c72ffcaf))
68
68
* Implement Deferred Rendering and compare performance in various scenarios
69
69
70
-
More details can be found in the official paper linked below.
70
+
## Known Issues
71
+
72
+
- Does not work well with MSAA. For now, I recommend turning MSAA off in `Project Settings -> Quality -> Anti Aliasing`
73
+
74
+
## Acknowledgements
75
+
76
+
Thanks to
77
+
78
+
-[@mrxz](https://github.com/mrxz) for providing some major performance optimizations as part of his [WebXR port](https://github.com/mrxz/mobilenerf-viewer-webxr)
71
79
72
80
[^1]: [Zhiqin Chen and Thomas Funkhouser and Peter Hedman and Andrea Tagliasacchi. MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures. arXiv preprint arXiv:2208.00277, 2022](https://mobile-nerf.github.io/)
0 commit comments