It's quite impressive for an HTML5 demo, but it always annoys me to have to add that qualifier.<p>The lens flares were impressive and the dust on the lens was nice, but the aliased lines were not. The blur seemed to be made of small squares, which was quite off-putting, and the materials all felt quite flat. Is there any sub-surface scattering, or similar?<p>Again, it's cool as a demo in a "Hah, check out what we made HTML5 and some JS do!" way but it just reinforces to me that this isn't something I'd want to take to production.
The only issue I'm seeing with it is that shutter speed doesn't actually increase exposure time. You can see this in the flames. The flames do not become longer, and the ember's flame lines do not trail more when going up at 1/1000 shutter speed and 1/4. There should be some visible blur on them.<p>Otherwise, it's kinda neat :)
There is a lot going on in this demo, and I really appreciate the camera parameter selection, the dust on the lens (cf Tour 2), and depth of field rendering.<p>I do have one feature request: click-to-autofocus. Maybe I missed something, but focusing is pretty tough with the sliders.<p>Great work on the demo!
Very interesting demo. I would suggest inverting the click to drag direction. Almost every other drag to pan interaction, from google maps to touch devices, uses the opposite mode. Very jarring and counterintuitive.
Wow, speechless, can't wait to see some games built with new 3D web engines.<p>EDIT<p>There's some weird bugs in Chrome on Ubuntu, for instance the youtube video on the start page doesn't seem to play properly.
Great demo. One thought: the whitening of the surfaces as the exposure time gets too long or the aperture too wide doesn't look quite right to me.
fyi, the default view is blurry because of how the camera is focused. To sharpen the view in camera settings increase the focal length of the lens.<p>Awesome demo, btw.