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parthenon_project's Introduction

Parthenon_Project

alt text Exploring the Parthenon in WebXR

This is a project for recreating the Ancient Acropolis in WebGL, WebVR, WebAR and for mobile devices. To check out the current demo go to...

Link to Parthenon Demo in AR The AR version requires Mozilla's XR viewer on IOS to run.

parthenon_project's People

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0712zwang avatar colinfizgig avatar klee2123 avatar

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klee2123 jdbolter

parthenon_project's Issues

Add some foliage to the area.

The place seems pretty barren. Particularly the Olive Tree at the Erechtheion. It would be good to find some models of trees and foliage appropriate to the area to have in the scene.

Get Teleportation working with Windows XR controllers.

Teleportation currently works with Oculus and Vive Controllers and should work with several other included controllers (need testing) but it does not seem to work with Windows XR controllers.

Need to see if this requires a different component or check other controllers for their compatibility with Aframe.

Optimize Acropolis Geometry.

Rework the Acropolis Geometry as well as the Erechtheion geometry as we go. The current Model is very segmented and probably contains problematic geometry. In addition Buildings like the Propylaea and the Erechtheion could use much more detain in places like the columns and Pediments.

AR setup

enable AR setup that allows walking through the scene in AR mode while keeping the camera at ground height.

please update camera-cube-env.js for aframe 0.9.0

I detected some problematic issues with your camera-cube-env.js component in combination with aframe 0.9.0.

The first console log error I got is:

.getWorldPosition() target is now required

That could be fixed with:

Line 58:
AFRAME.scenes[0].renderer.autoClear = true;
var target = new THREE.Vector3();
myCam.position.copy(this.el.object3D.worldToLocal(this.el.object3D.getWorldPosition(target)));

But the other log error shows the following:

RENDER WARNING: texture bound to texture unit 2 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering.

And here I didn't find a solution to fix this. So can you please look into this issue and can you update the script for aframe 0.9.0 version.

Thanks.

Enable Audio on tour points

Enable Audio in a way that does not require clicking to play the audio. This corresponds with optimizing the Tour point visibility to work with a distance detection component.

Optimize the Render for VR.

The scene is very large. It may be possible to set clipping plains to reduce polycount based on distance. Check for LOD components if they exist. Find other ways to optimize the scene for better FPS and drawcall performance.

Model and add Other statues as needed.

The Athena for the Erechtheion, the Artemis for the Temple of Artemis, the Athena Nike for the temple of Nike and the 4 horse chariot with Agrippa for the Statue in front of the Propylaea.

Optimize the Tour nodes so that only one is visible at any given time.

Create some Tour Point indicator like a particle glowing orb. That when approached will pop up the tour text and play audio within a certain distance (10 meters?) . This should allow the text to hide when the person leaves the zone and optimize for reset as well as rendering of textures.

Enable various ways to test for Battery Drain on Mobile.

The current implementation drains the batteries on mobile devices fast. Work on ways to optimize the draw calls and texture programs in order to test their impact on mobile processors and batteries. Currently working on optimizing with no textures as well as just normals and testing on various devices.

Fix Loading screen to work better.

Enable the loading screen to detect when the assets are loaded and VISIBLE!. Currently it detects loaded but the assets are ready to display. In addition the loading screen should probably have some explanation of the project as well as a description of the interface options, like Keyboard keys for movement or teleport for VR.

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