Progressive Lightmapper: An Introduction to Lightmapping in UnityUnity Technologies
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The document serves as an introduction to the Progressive Lightmapper in Unity, detailing optimization techniques for faster light mapping and the overall mechanics involved in the baking process. It includes practical tips for managing texel counts, understanding light modes, and utilizing GPU capabilities for improved performance. Future developments mentioned include support for multiple GPUs and enhanced probe handling.
Holy smoke! Faster Particle Rendering using Direct Compute by Gareth ThomasAMD Developer Central
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The document discusses faster particle rendering using DirectCompute. It describes using the GPU for particle simulation by taking advantage of its parallel processing capabilities. It discusses using compute shaders to simulate particle behavior, handle collisions via the depth buffer, sort particles using bitonic sort, and render particles in tiles via DirectCompute to avoid overdraw from large particles. Tiled rendering involves culling particles, building per-tile particle indices, and sorting particles within each tile before shading them in parallel threads to composite onto the scene.
# Thermal Engineering by rk rajput...
# This E-book includes (29 chapters + index + Contents) with no hidden pages...
# sorry for any insufficiency hope to like...
This one sentence document claims that the most important photos of all time exist but provides no context or examples of what those photos actually are. It begins and ends abruptly without conveying any meaningful information about noteworthy photographs.
Killzone Shadow Fall: Threading the Entity Update on PS4jrouwe
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This document discusses Guerrilla Games' approach to multi-threading entity updates in Killzone Shadow Fall on the PlayStation 4. It covers defining entities and their dependencies, a job-based system where one entity update is one job, scheduling algorithms to balance jobs across frames, and performance results showing a 4x speedup versus the PlayStation 3 version. Debug tools like yEd are used to visualize complex dependency graphs. The system allows most of the game to be programmed sequentially while exploiting multi-core performance on PS4.
Video camera basic functions... shot types ..aspect ratioPTV
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The document outlines the basic functions of a video camera, emphasizing the roles of the lens, iris, and focus in capturing images. It provides an overview of how the human eye processes light, explaining the importance of rods and cones, and discusses camera settings such as auto iris, focus techniques, and white balance adjustment. Additionally, it describes various shot types and aspect ratios used in videography.
Zhenzhong Yi, technical director at Mihoyo, details the rendering technology used in Genshin Impact across multiple platforms, focusing on console development from mobile. Key highlights include the customized rendering pipelines for console and mobile, optimizations for performance and visual quality, and the collaboration with Unity for technology support. Despite the success of the game, Yi notes ongoing challenges and opportunities for further enhancements in graphics and performance, particularly with new console generations on the horizon.
講演動画はこちら:
https://youtu.be/0Jsm5UN9F_U
講演作品「Chorus of the dragons」はこちら:
https://vimeo.com/537313474
講演者:
祭田 俊作 様(フリーランス)
https://twitter.com/floody104
https://floody104.wixsite.com/portfolio
本スライドは2021年7月25日に行われたオンライン勉強会「UE4 Character Art Dive Online」の講演資料となります。
イベントについてはこちら:
https://www.unrealengine.com/ja/blog/epicgamesjapan-onlinelearning-13
Best practices: Async vs. coroutines - Unite Copenhagen 2019Unity Technologies
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The document discusses best practices for using coroutines and async/await in Unity, highlighting their differences and use cases. Coroutines are tied to Unity's MonoBehaviour lifecycle and are familiar to most Unity developers, while async/await offers more flexibility and includes return values, exception handling, and can run synchronously. It warns against directly copying examples provided due to potential memory leaks and bad practices.
The document provides a 5-stage guide for using Adobe Premiere Pro to edit video projects. Stage 1 instructs the user to create project folders to organize assets and save the Premiere project. Stage 2 explains how to use Adobe Media Encoder to convert video footage to QuickTime format. Stage 3 gives basic editing instructions in Premiere Pro, such as importing clips, making selections, and adding clips to the timeline. Stage 4 covers adding transitions and effects. Stage 5 reviews how to export the finished project.
This document discusses the history and development of paper money. It explains that originally paper money was developed as a way to represent gold and silver coins to make large transactions more convenient. Over time, governments began to print paper money that was not backed by precious metals, which led to inflation. The document outlines some of the challenges faced by governments in managing paper currency.
A Scalable Real-Time Many-Shadowed-Light Rendering SystemBo Li
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This document describes a scalable real-time many-shadowed light rendering system. It discusses using a multi-resolution shadow map pool with GPU shadow map compression to minimize size and maximize performance. A conservative dynamic mask is used to separate static and dynamic shadows for efficiency. Tiled-deferred shading with bindless shadow maps and selective light culling improves occupancy. Vector quantization compresses deferred shadow masks from 128MB to 12MB with minimal quality loss. The system achieves over 250 shadowed lights at 60fps on PS4.
This document introduces Blender, an open-source 3D modeling and animation software. It covers Blender's interface and various window types. It then discusses modeling tools such as adding objects, transformations, and editing modes. The document also introduces lighting and materials, focusing on nodes. It concludes with rendering, cameras, and resources for further learning.
The document discusses best practices for character rigging in animation production. It recommends keeping the rig simple and tested by animators. Riggers are responsible for working with art directors to ensure the rigged character's anatomy and motion matches the concept art. The character rig uses common modules like IK/FK for the spine, head, arms and legs. It allows for quick rigging and prototyping. Facial animation is based on FACS and loads unique poses in the game. The animation pipeline focuses on efficient workflows like quick load/save of animation and batch processing through Perforce integration.
The document provides an overview of the Adobe Premiere Pro editing interface and its key components. It describes the various panels such as the Project, Timeline, Source Monitor, Program Monitor, Effects, and Audio Mixer panels. It explains how workspaces can be customized by rearranging panels, docking them together in frames, or using them as floating panels. The document also provides steps for creating a customized workspace layout.
The document discusses the visibility buffer concept in real-time rendering, which aims to improve rendering efficiency by decoupling visibility from shading. It includes various techniques like cluster culling and triangle filtering to optimize memory usage and performance at high resolutions. The visibility buffer offers a more efficient alternative to traditional g-buffers, resulting in better cache utilization and resource management in graphics applications.
本文件介绍了如何使用 Vuforia 引擎在 Unity 中设计 AR 应用程序,包括项目设置、导入特征数据库、添加 AR 识别图像和 3D 模型,以及在 Android 手机上发布和测试应用程序的步骤。文中详细说明了环境准备、功能实现及求解错误的解决方法,适合初学者学习 AR 开发。此文档的核心在于提供一套完整的指南来帮助用户顺利完成 AR 项目的构建。
Zhenzhong Yi, technical director at Mihoyo, details the rendering technology used in Genshin Impact across multiple platforms, focusing on console development from mobile. Key highlights include the customized rendering pipelines for console and mobile, optimizations for performance and visual quality, and the collaboration with Unity for technology support. Despite the success of the game, Yi notes ongoing challenges and opportunities for further enhancements in graphics and performance, particularly with new console generations on the horizon.
講演動画はこちら:
https://youtu.be/0Jsm5UN9F_U
講演作品「Chorus of the dragons」はこちら:
https://vimeo.com/537313474
講演者:
祭田 俊作 様(フリーランス)
https://twitter.com/floody104
https://floody104.wixsite.com/portfolio
本スライドは2021年7月25日に行われたオンライン勉強会「UE4 Character Art Dive Online」の講演資料となります。
イベントについてはこちら:
https://www.unrealengine.com/ja/blog/epicgamesjapan-onlinelearning-13
Best practices: Async vs. coroutines - Unite Copenhagen 2019Unity Technologies
?
The document discusses best practices for using coroutines and async/await in Unity, highlighting their differences and use cases. Coroutines are tied to Unity's MonoBehaviour lifecycle and are familiar to most Unity developers, while async/await offers more flexibility and includes return values, exception handling, and can run synchronously. It warns against directly copying examples provided due to potential memory leaks and bad practices.
The document provides a 5-stage guide for using Adobe Premiere Pro to edit video projects. Stage 1 instructs the user to create project folders to organize assets and save the Premiere project. Stage 2 explains how to use Adobe Media Encoder to convert video footage to QuickTime format. Stage 3 gives basic editing instructions in Premiere Pro, such as importing clips, making selections, and adding clips to the timeline. Stage 4 covers adding transitions and effects. Stage 5 reviews how to export the finished project.
This document discusses the history and development of paper money. It explains that originally paper money was developed as a way to represent gold and silver coins to make large transactions more convenient. Over time, governments began to print paper money that was not backed by precious metals, which led to inflation. The document outlines some of the challenges faced by governments in managing paper currency.
A Scalable Real-Time Many-Shadowed-Light Rendering SystemBo Li
?
This document describes a scalable real-time many-shadowed light rendering system. It discusses using a multi-resolution shadow map pool with GPU shadow map compression to minimize size and maximize performance. A conservative dynamic mask is used to separate static and dynamic shadows for efficiency. Tiled-deferred shading with bindless shadow maps and selective light culling improves occupancy. Vector quantization compresses deferred shadow masks from 128MB to 12MB with minimal quality loss. The system achieves over 250 shadowed lights at 60fps on PS4.
This document introduces Blender, an open-source 3D modeling and animation software. It covers Blender's interface and various window types. It then discusses modeling tools such as adding objects, transformations, and editing modes. The document also introduces lighting and materials, focusing on nodes. It concludes with rendering, cameras, and resources for further learning.
The document discusses best practices for character rigging in animation production. It recommends keeping the rig simple and tested by animators. Riggers are responsible for working with art directors to ensure the rigged character's anatomy and motion matches the concept art. The character rig uses common modules like IK/FK for the spine, head, arms and legs. It allows for quick rigging and prototyping. Facial animation is based on FACS and loads unique poses in the game. The animation pipeline focuses on efficient workflows like quick load/save of animation and batch processing through Perforce integration.
The document provides an overview of the Adobe Premiere Pro editing interface and its key components. It describes the various panels such as the Project, Timeline, Source Monitor, Program Monitor, Effects, and Audio Mixer panels. It explains how workspaces can be customized by rearranging panels, docking them together in frames, or using them as floating panels. The document also provides steps for creating a customized workspace layout.
The document discusses the visibility buffer concept in real-time rendering, which aims to improve rendering efficiency by decoupling visibility from shading. It includes various techniques like cluster culling and triangle filtering to optimize memory usage and performance at high resolutions. The visibility buffer offers a more efficient alternative to traditional g-buffers, resulting in better cache utilization and resource management in graphics applications.
本文件介绍了如何使用 Vuforia 引擎在 Unity 中设计 AR 应用程序,包括项目设置、导入特征数据库、添加 AR 识别图像和 3D 模型,以及在 Android 手机上发布和测试应用程序的步骤。文中详细说明了环境准备、功能实现及求解错误的解决方法,适合初学者学习 AR 开发。此文档的核心在于提供一套完整的指南来帮助用户顺利完成 AR 项目的构建。
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