SIGGRAPH 15 – Learning from Failure: a Survey of Promising, Unconventional and Mostly Abandoned Renderers for ‘Dreams PS4’, a Geometrically Dense, Painterly UGC Game’


    this talk is about showing you some of the approaches that we tried and failed to make stick for our project. if you’re looking for something to take away, hopefully it could be inspiration or some points are places to start, where we left off. I also just think it’s interesting to hear…

Read More

SIGGRAPH 15 – Physically Based and Unified Volumetric Rendering in Frostbite


作者: Sebastien Hillaire – Electronic Arts / frostbite sebastien.hillaire@frostbite.com https://twitter.com/SebHillaire         introduction     Physically based rendering in Frostbite See [Lagarde & de Rousiers 2014] http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/ Huge increase in visual quality 基于物理渲染的效果非常好!     Volumetric rendering in Frostbite was limited Global distance/height fog Screen space light shafts Particles 体素渲染在这里还是受到限制的,主要受限于这三点      …

Read More

Voxel House


Introduction     http://www.oskarstalberg.com/game/house/Index.html         My projects typically revolve(围绕) around some central idea that I want to explore. Here, that central idea is a particular content driven approach to modular tilesets that I’ve had on my mind for a while. This project could have been created as a Python script in Maya…

Read More

Managing Transformations in Hierarchy


Introduction     One of the most fundamental aspects of 3D engine design is management of spatial relationship between objects. The most intuitive way of handling this issue is to organize objects in a tree structure (hierarchy), where each node stores its local transformation, relative to its parent.     The most common way to…

Read More

Oculus Optimizing the Unreal Engine 4 Renderer for VR


https://developer.oculus.com/blog/introducing-the-oculus-unreal-renderer/     For Farlands, the Oculus team wrote an experimental, fast, single-pass forward renderer for Unreal Engine. It’s also used in Dreamdeck and the Oculus Store version of Showdown. We’re sharing the renderer’s source as a sample to help developers reach higher quality levels and frame rates in their own applications. As of today,…

Read More

The Vanishing of Milliseconds: Optimizing the UE4 renderer for Ethan Carter VR


原文: https://medium.com/@TheIneQuation/the-vanishing-of-milliseconds-dfe7572d9856#.auamge3rg         As a game with very rich visuals, The Vanishing of Ethan Carter (available for the  Oculus Rift and Steam VR ) has been a difficult case for hitting the VR performance targets. The fact that its graphics workload is somewhat uncommon for Unreal Engine 4 (and, specifically, largely dissimilar to existing…

Read More

Cubiquity for Unity3D 使用


http://www.cubiquity.net/cubiquity-for-unity3d/1.2/docs/index.html   Cubiquity 相关网站提供了功能健全的体素解决方案,特别是功能还切分了核心的引擎以及各个平台的插件,详细的使用说明和问答,非常适合快速实现体素内容。这里介绍一下这一款工具的基本内容和框架,以及使用上的一些总结。   Installation There are currently three ways of obtaining Cubiquity for Unity3D. Enabling ‘unsafe’ code 概念: Cubiquity for Unity3D is built on top of a native code (C++) library which handles most of the heavy-lifting behind the scenes.These meshes need to be passed from the unmanaged native-code world of Cubiquity into…

Read More

AE 结合 Maya 的 Matchmoving 做法


首先建立AE工程文件,导入影片,建立工作sequence 选中工作sequence上面的影片,单击右键,选择camera tracking 在影片中选择参考点来建立一个锚位,最后点击create null and camera来创建新的锚位图层和相机图层 锚位涂层处理:注意对此图层增加position, scale锚点 安装AE3D脚本插件 http://www.motion-graphics-exchange.com/after-effects/AE3D-Export-Maya-Max-and-Lightwave/4bff8b4034916 File -> scripts 找到安装的脚本,点击运行 选中要导出的图层,默认设置导出maya文件 使用maya打开生成的.ma文件,可以看到outline里面包含相机和锚点位置 接下来要做的就是将想要的虚拟对象放置到锚点,并作相关的渲染前动作,比如打光,动画 最后开启相机画面来看效果,注意要选一下哪台相机的视角。 渲染完整的动画序列为.tga格式的图片序列 这里要注意渲染序列要是batch renderer,渲染之前要处理一下渲染设置 AE里面导入上面生成的图片序列,后处理,得到目标影片

Read More

Managing Transformations in Hierarchy


Introduction   One of the most fundamental aspects of 3D engine design is management of spatial relationship between objects. The most intuitive way of handling this issue is to organize objects in a tree structure (hierarchy), where each node stores its local transformation, relative to its parent. The most common way to define the local…

Read More

Reducing Texture Memory Usage by 2-channel Color Encoding


原理: 简单地说就是贴图一般所使用到的色域都很小,因此可以利用这个特征来减少表示texture的数据量。 These single-material textures often do not exhibit large color variety and contain a limited range of hues, while using a full range of brightness resulting from highlights and dark (e.g., shadowed), regions within the material surface.   基本做法就是传输亮度和饱和度 The method presented here follows these observations and aims to encode any given texture into two…

Read More
Page 5 of 7« First...34567