This week I’ve been playing with the idea of a declarative API for scene graph construction in Swift. Kinda like RealityKit if it looked a little bit more like SwiftUI. I was spurred to try this by Christian Tietze’s call for submissions to Swift Blog Carnival. The theme this month is Tiny Languages, and it […]
Category: Physically-Based Rendering
Getting Started with Metal 4
Another WWDC is in the books, and with it came a major update to many platform technologies, including Metal. Metal graduated to version number 4, and in this article, we’ll explore the core features of Metal 4 as they pertain to rendering. It’s important to state up-front that this article will not cover Metal 4 […]
Rendering Physically-Based ModelIO Materials
In this article, we’ll take a look at a portion of the ModelIO framework we haven’t used so far: materials. In previous articles, we’ve used ModelIO to do the heavy lifting of loading 3D geometry, but have loaded and applied textures manually. This ad hoc approach works when we only have a base color map, […]