Overview Qt 6 is nearly upon us. While this has not been addressed by other publications, Qt 3D is also introducing a number of changes with this major release. This includes changes in the public API that will bring a number of new features and many internal changes to improve performance and leverage new, low-level […]
Blog Archives
New features and changes in the Kuesa 1.1.0 release
KUESA™ is a solution that provides an integrated and unified workflow for designers and developers to create, optimize and integrate real time 3D content in a 3D or hybrid 2D/3D software user interface. Models, including geometry, materials, animations and more, can smoothly be shared between designers and developers. Kuesa relies on glTF 2.0, an open standard […]
3D – Interactions with Qt, KUESA and Qt Design Studio, Part 2
In my last post, I went through a method of creating a simulated reflection with a simple scene. This time I’d like to take the technique and apply it to something a bit more realistic. I have a model of a car that I’d like to show off in KUESA™, and as we know, KUESA […]
Qt 3D and Physics Based Rendering QtCon presentation
Physics Based Rendering (PBR) is the latest and greatest trend in real-time rendering yielding much more visually believable images than the traditional Phong or ad-hoc lighting models. The underlying concept is that the shaders should use physical principles in the encoded models – chief of which are conservation of energy and the Fresnel effect. PBR […]
Physically Based Rendering (PBR) in 10 minutes Understanding a new rendering model for realistic and consistent graphics
If you happened to be at the NVIDIA GTC conference last week, you may have seen a Qt demo we developed showing a Dodge Viper in the Toradex booth. If that Viper looked especially cool, that’s partially because it was displayed using Physically Based Rendering (PBR). Alright… what exactly is PBR, and can I use it in my […]