The document discusses precomputed radiance transfer (PRT) and spherical harmonics (SH) for lighting approximation in 3D graphics. It begins by introducing PRT which involves storing environment maps at each vertex to approximate direct lighting, interreflection and subsurface scattering. It then discusses using SH as a compression tool by projecting environment maps onto the SH basis to obtain coefficients, allowing compressed storage and reconstruction. The properties and math behind SH projections and reconstruction are explained. The document provides an overview of using PRT and SH together for efficient lighting representation and rendering.
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time RaytracingElectronic Arts / DICE
?
The document discusses advancements in achieving photorealism through real-time ray tracing, focusing on techniques like hybrid rendering and physically-based rendering while minimizing artist overhead. Key strategies include the use of multi-layered materials, improved light transport modeling, and adaptive techniques to optimize rendering performance. It highlights the balance between quality and computational efficiency, emphasizing the importance of good workflows and iterative processes in real-time graphics.
Taking Killzone Shadow Fall Image Quality Into The Next GenerationGuerrilla
?
The document details the development and technical advancements of Killzone: Shadow Fall, focusing on next-gen graphics and game design strategies that enhance aesthetic quality and gameplay experience. Key highlights include significant improvements in lighting, shading, and volumetrics, along with a novel approach to rendering and dynamic reflections, providing insight into the challenges faced during production. The integration of various innovative techniques aimed to create a visually immersive world while balancing performance constraints is thoroughly discussed.
East Coast DevCon 2014: The Slate UI Framework - Architecture & ToolsGerke Max Preussner
?
The document discusses the Slate UI framework in Unreal Engine, which provides tools for building user interfaces. It is written in C++ and works across platforms. Slate includes a widget library, tools for styling and input handling, and allows composing UI hierarchies through declarative syntax. It is used for interfaces like the Unreal Editor, games, and other applications. The document also covers Slate architecture, concepts, and provides an example of a custom button widget.
The document outlines AmCham's event schedule and sponsorship opportunities for 2013. It describes various regular and one-time events held throughout the year including breakfast briefings, networking nights, Independence Day celebrations, and golf tournaments. For each event, the document provides details on sponsorship benefits like logo placement, tickets, and attendee lists. It also explains how companies can sponsor specific events or provide gift vouchers for prizes. Overall the document promotes partnering with AmCham for events and offers multiple ways for companies to receive exposure through sponsorship.
シェーダーを活用した3Dライブ演出のアップデート ~『ラブライブ!スクールアイドルフェスティバル ALL STARS』(スクスタ)の開発事例~?KLab Inc. / Tech
?
This document discusses updates to 3D live performance rendering in Love Live! School Idol Festival All Stars (SIFAS) using shaders. It describes how vertex shaders were used to animate butterfly wings flapping and fans waving to reduce CPU load while maintaining production efficiency. Particle systems were combined with custom vertex streams and shader modifications to extend the single butterfly implementation to multiple butterflies. GPU instancing was also proposed as an alternative solution.
The document defines various classes and functionalities for a tank simulation framework in Unity. It includes specifications for tank controls, movement behaviors, and configurations, leveraging scriptable objects for data management. Additionally, it outlines methods for asset serialization and reset functionalities within the game framework.
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time RaytracingElectronic Arts / DICE
?
The document discusses advancements in achieving photorealism through real-time ray tracing, focusing on techniques like hybrid rendering and physically-based rendering while minimizing artist overhead. Key strategies include the use of multi-layered materials, improved light transport modeling, and adaptive techniques to optimize rendering performance. It highlights the balance between quality and computational efficiency, emphasizing the importance of good workflows and iterative processes in real-time graphics.
Taking Killzone Shadow Fall Image Quality Into The Next GenerationGuerrilla
?
The document details the development and technical advancements of Killzone: Shadow Fall, focusing on next-gen graphics and game design strategies that enhance aesthetic quality and gameplay experience. Key highlights include significant improvements in lighting, shading, and volumetrics, along with a novel approach to rendering and dynamic reflections, providing insight into the challenges faced during production. The integration of various innovative techniques aimed to create a visually immersive world while balancing performance constraints is thoroughly discussed.
East Coast DevCon 2014: The Slate UI Framework - Architecture & ToolsGerke Max Preussner
?
The document discusses the Slate UI framework in Unreal Engine, which provides tools for building user interfaces. It is written in C++ and works across platforms. Slate includes a widget library, tools for styling and input handling, and allows composing UI hierarchies through declarative syntax. It is used for interfaces like the Unreal Editor, games, and other applications. The document also covers Slate architecture, concepts, and provides an example of a custom button widget.
The document outlines AmCham's event schedule and sponsorship opportunities for 2013. It describes various regular and one-time events held throughout the year including breakfast briefings, networking nights, Independence Day celebrations, and golf tournaments. For each event, the document provides details on sponsorship benefits like logo placement, tickets, and attendee lists. It also explains how companies can sponsor specific events or provide gift vouchers for prizes. Overall the document promotes partnering with AmCham for events and offers multiple ways for companies to receive exposure through sponsorship.
シェーダーを活用した3Dライブ演出のアップデート ~『ラブライブ!スクールアイドルフェスティバル ALL STARS』(スクスタ)の開発事例~?KLab Inc. / Tech
?
This document discusses updates to 3D live performance rendering in Love Live! School Idol Festival All Stars (SIFAS) using shaders. It describes how vertex shaders were used to animate butterfly wings flapping and fans waving to reduce CPU load while maintaining production efficiency. Particle systems were combined with custom vertex streams and shader modifications to extend the single butterfly implementation to multiple butterflies. GPU instancing was also proposed as an alternative solution.
The document defines various classes and functionalities for a tank simulation framework in Unity. It includes specifications for tank controls, movement behaviors, and configurations, leveraging scriptable objects for data management. Additionally, it outlines methods for asset serialization and reset functionalities within the game framework.
The document discusses using a micro:bit for light sensing applications. It explains how the micro:bit can sense light levels using its LEDs as photodiodes. When an LED pin is set as an analog input, the voltage measured corresponds to the ambient light level. Two example projects are described - an automatic night light that adjusts its brightness based on light levels, and a magic face panel display that changes expressions when the LED is covered and uncovered.
The document provides instructions and examples for using switches, capacitive touch, and game controls on the micro:bit. It includes tutorials for building guessing games where the micro:bit guesses a number by narrowing the range, adjusting LED brightness with touch pins, and creating a dodgeball game where the player character avoids falling balls. Code snippets and step-by-step explanations are given for each example project.
This document discusses LED display control on the micro:bit board. It covers LED principles and applications, the micro:bit LED matrix, LED display control commands including displaying numbers, text, images and arrows. It provides examples of breathing lights, fireworks, and a dynamic screen using variables, conditional and counting loops.
The document describes how to create a 2D platformer game in Unity, including:
1) Adding background animations and music
2) Creating and controlling the player character
3) Spawning random enemies
4) Implementing a health bar UI to display the player's health
21. ? 加入Dragon程式腳本,飛龍被飛標擊中會損血,?命值歸零時消失
public class Dragon : MonoBehaviour {
[SerializeField]
private int life = 3;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void OnTriggerEnter2D(Collider2D c) {
if (c.tag == "dart") life--;
if (life == 0) Destroy(this.gameObject);
}
}
建立飛龍 4/4
21
26. ? 在Dart物件加上Dart程式腳本
public class Dart : MonoBehaviour{
//Use this for initialization
public float speed;
void Start(){
GetComponent<Rigidbody2D>().velocity = new Vector2(speed, 0.0f);
}
//Update is called once per frame
void Update(){
}
private void OnBecameInvisible(){ //飛出畫面
Destroy(this.gameObject);
}
void OnTriggerEnter2D(Collider2D c) { //射到其它物件
Destroy(this.gameObject);
}
}
製作飛鏢預製物件 2/3
26
48. ? 編輯NinjaController程式腳本,加入與陷阱及寶箱道具互動
public class NinjaController : MonoBehaviour{
...
private bool isJump = false; //主角跳躍旗號
private float alpha = 0.0f;
private float da = -0.1f;
private SpriteRenderer playerSprite;
private bool isInjure = false; //主角受傷旗號
// Use this for initialization
void Start(){
...
rigid = this.GetComponent<Rigidbody2D> ();
playerSprite = this.GetComponent<SpriteRenderer> ();
}
更新忍者程式腳本 1/3
48
49. // Update is called once per frame
void Update () {
...
else if (!isJump) PlayAnimation (0);
if (isInjure) { //顯示主角受傷效果
alpha += da; //使主角淡入淡出顯示
playerSprite.material.color = new Color (1f, 1f, 1f, alpha);
if (alpha > 1.0f || alpha < 0.0f) da = -da;
}
}
更新忍者程式腳本 2/3
49
50. void OnTriggerEnter2D(Collider2D c) {
if (c.gameObject.tag == "trap") { //主角碰到陷阱
isInjure = true; //主角為受傷狀態
}
}
void OnTriggerExit2D(Collider2D c) {
if (c.gameObject.tag == "trap") { //主角脫離陷阱
isInjure = false;
playerSprite.material.color = new Color(1f, 1f, 1f, 1f); //復原主角狀態
}
}
void OnTriggerStay2D (Collider2D c) {
if (c.gameObject.tag == "treasure") //主角在寶箱處
if (Input.GetKeyDown (KeyCode.Space)) //按下空白鍵取得寶藏
c.gameObject.GetComponent<TreasureControl>().isOpen = true;
}
}
更新忍者程式腳本 3/3
50