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julienkay committed May 28, 2023
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6 changes: 6 additions & 0 deletions CHANGELOG.md
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Expand Up @@ -5,6 +5,12 @@ All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).

## [1.1.0] - 2023-05-28

### Changed

- Optimized network evaluation shader code (thanks to [@mrxz](https://github.com/mrxz))

## [1.0.1] - 2023-04-07

### Changed
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2 changes: 1 addition & 1 deletion package.json
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{
"name": "com.doji.mobilenerf",
"version": "1.0.1",
"version": "1.1.0",
"displayName": "MobileNeRF",
"description": "An unofficial Unity port of the MobileNeRF viewer.",
"dependencies":
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14 changes: 11 additions & 3 deletions readme.md
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Expand Up @@ -34,13 +34,13 @@ Go to the [releases section](https://github.com/julienkay/MobileNeRF-Unity-Viewe

### Importing sample scenes

After succesful installation, you can use the menu *MobileNeRF -> Asset Downloads* to download any of the sample scenes available.
After succesful installation, you can 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.

### Updating

Since 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.
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)

### Importing self-trained scenes
Expand All @@ -67,6 +67,14 @@ Some things to possibly look into:
* 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))
* Implement Deferred Rendering and compare performance in various scenarios

More details can be found in the official paper linked below.
## Known Issues

- Does not work well with MSAA. For now, I recommend turning MSAA off in `Project Settings -> Quality -> Anti Aliasing`

## Acknowledgements

Thanks to

- [@mrxz](https://github.com/mrxz) for providing some major performance optimizations as part of his [WebXR port](https://github.com/mrxz/mobilenerf-viewer-webxr)

[^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/)

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