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Co-authored-by: hmthanh <8927701+hmthanh@users.noreply.github.com> Agent-Logs-Url: https://github.com/openhuman-ai/realistic-render-engine/sessions/9a4c7314-170d-4565-934d-2c1dc1e11714
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hmthanh due to an error
March 22, 2026 17:50
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@copilot let continue |
…emo advanced shading UI Co-authored-by: hmthanh <8927701+hmthanh@users.noreply.github.com> Agent-Logs-Url: https://github.com/openhuman-ai/realistic-render-engine/sessions/d2e3e476-fbef-443d-ae5d-0354453f9c39
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Continued and pushed in Implemented and wired: deferred SSS integration (including SDK controls), advanced shading demo controls/toggles, and demo scene updates for SSS/eye/hair visibility. Screenshot: https://github.com/user-attachments/assets/6ec629af-7251-46ec-b75b-256af67b0f10 |
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[WIP] Add advanced rendering features including SSS and eye shader
[WIP] Implement advanced rendering features: skin SSS, eye shader, and hair shader with SDK/demo controls
Mar 22, 2026
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7 tasks
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Implements PR #4 advanced rendering MVP for skin, eye, and hair shading in pure WebGL 2.0, and wires user-facing controls through the SDK and demo.
What’s implemented
Skin SSS
src/renderer/SSSPass.jswith a Jorge Jimenez-style separable screen-space blur (horizontal + vertical).DeferredRendererbetween lighting and tonemapping.Eye shading
src/renderer/EyeRenderer.jswith a physically-inspired eye model:Hair shading
src/renderer/HairRenderer.jswith Kajiya-Kay anisotropic highlights and a secondary shifted lobe.buildHairCards) for demo use.SDK / API updates
src/sdk/OpenHuman.jswith renderer API entry points for SSS controls:setSSSEnabledsetSSSStrengthsetSSSWidthsetSSSColorsetEyeParamssetHairParamsDemo updates
demo/index.htmlwith advanced shading controls (toggles/sliders) and visible scene elements for skin/eye/hair improvements.Validation
npm run buildcodeql_checkerreported 0 alertsScreenshot
Original prompt
Create PR #4 for openhuman-ai/realistic-render-engine implementing advanced rendering features: skin screen-space subsurface scattering (SSS), eye shader with cornea/iris effects, and hair shader (Kajiya-Kay and/or card-based anisotropy).
Scope:
Constraints:
Detailed implementation guidance
Acceptance:
The following is the prior conversation context from the user's chat exploration (may be truncated):
User: @copilot Accepted Confirmation: Confirm agent session
Assistant: Started — PR #2 is now in progress.
You can track it here:
User: Continue with third Pull request:
PR #3: deferred + G-buffer + PBR/IBL + shadows + ACES
Assistant: Great — I’m ready to start PR #3: deferred + G-buffer + PBR/IBL + shadows + ACES on
openhuman-ai/realistic-render-enginetargetingmain.Please confirm and accept the GitHub confirmation prompt for the new agent session, and I’ll open PR #3 immediately with that scope.
User: Yes, I confirm.
Assistant: Perfect — proceeding with PR #3 on
main.Please accept the GitHub confirmation prompt (
@Copilot Accepted Confirmation: Confirm agent session) for this new PR run, and I’ll start implementation right away.User: @copilot Accepted Confirmation: Confirm agent session
Assistant: I’m waiting for your confirmation response in the GitHub dialog to continue with PR #3.
User: @copilot Accepted Confirmation: Confirm agent session
Assistant: Started — PR #3 is now in progress.
You can track it here:
User: Let continue to fix PR #3.
Assistant: Done — I’ve sent the continuation/fix request for PR #3 and resumed work on the deferred pipeline issues (G-buffer, PBR/IBL, shadows, ACES, and demo stability) on
openhuman-ai/realistic-render-engine(main).User: @copilot Accepted Confirmation: Confirm agent session
Assistant: Great — I’ve continued the PR #3 fix pass and queued focused fixes.
Track progress here:
User: #PR3 still not work, Let continue to fix by following list guide, [x] is already complete, [ ] is not complete yet. Let complete all unfinish task following:
src/core/RenderTarget.js— add depth-texture support (for shadow maps)src/renderer/ShadowMap.js— depth FBO, orthographic light matrix, shadow pass, PCFsrc/renderer/PostProcessStack.js— fullscreen quad, ACES tonemapping shader, pass chainsrc/renderer/DeferredRenderer.js— G-buffer MRT, geometry pass (static+skinned), PBR lighting pass, IBL (BRDF LUT + ...This pull request was created from Copilot chat.
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