Part 1 Frostbite Blog One of the guiding principles of Frostbite is to be at the forefront of real-time technology. We try to constantly push the limits of what current hardware is capable of. As an example of this, we'll be sharing an in-depth view into one area of our research: hair rendering and simulation. Our purpose is to produce a step change in real-time hair and reach results close to mov
皆様は Unity に正確なフレームレートを維持させたり、さらには(一般的にGenLockとして知られる)外部のクロックソースに従わせたりできないかと思われたことはありませんか?本記事では、Unity がネイティブレベルでフレームレートをどのように維持しているかをご説明するとともに、それを厳密に制御するためにユーザーコードを追加する方法をご紹介します。これは、Unity と他の機器との同期が不可欠となる放送スタジオなどでは、特に重要な知識です。 通常、デフォルトの状態の Unity プロジェクトは、プロジェクトをできるだけ速く実行しようとします。フレームは、基本的にディスプレイデバイスのリフレッシュレートの制約を受けながらも、可能な限り速くレンダーされます(V Sync Count プロパティの説明 をご参照ください)。最も簡単にフレームレートの制御を開始する方法は、QualitySett
Unity’s award-winning Demo Team, creators of Adam, is excited to announce Book of the Dead, a first-person interactive demo showcasing the capabilities of Unity 2018 for powering high-end visuals for game productions. Book of the Dead demonstrates what is possible when using Unity 2018’s Scriptable Render Pipeline, which provides enhanced customizability of Unity’s rendering architecture, putting
Introduction In order to be able to satisfy growing demands on visual fidelity and runtime performance, we investigated a new culling and rendering system for future use in the Dawn Engine. This was part of many researches done by our internal R&D team, LABS, for the Deus Ex Universe, but is not used in the upcoming game Deus Ex: Mankind Divided. A major aspect of this investigation was to develop
Modern video games employ a variety of sophisticated algorithms to produce ground-breaking 3D rendering pushing the visual boundaries and interactive experience of rich environments. This course brings state-of-the-art and production-proven rendering techniques for fast, interactive rendering of complex and engaging virtual worlds of video games. This year the course includes speakers from the mak
The mission of Unity Labs is to explore how game authoring, AI, deep learning, computer visualization, VR, AR, and storytelling will evolve over the next decade, radically transforming how games will be created and played. Unity Labs creates prototypes, releases new technologies, publishes scientific papers, gives talks, and works with academia and partners on advanced research. We celebrate moons
Hi guys, Disclaimer: This post is not an overview of signed distance fields, nor is it a guide on how to create them/work with them. I will write a more comprehensive post about the whole topic in future once I’ve “finished” the implementation. Note: Usually all my code is available on github, but as this is WIP I’m currently using a private local branch. You can try this stuff at a later date whe
Hi guys, Disclaimer: This post is not an overview of signed distance fields, nor is it a guide on how to create them/work with them. I will write a more comprehensive post about the whole topic in future once I’ve “finished” the implementation. Note: Usually all my code is available on github, but as this is WIP I’m currently using a private local branch. You can try this stuff at a later date whe
In this 2016 GDC Europe session, PlayDead's Mikkel Gjoel and Mikkel Svendsen detail the techniques used to achieve high visual fidelity in the context of the uncompromisingly simplistic aesthetic of INSIDE, Playdead's follow-up to the critically acclaimed LIMBO. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, producti
This post goes through a common exercise in applying optimal transport to graphics, using informal language and simple, standalone C++ to implement it. The post uses sliced optimal transport which compared to standard optimal transport solvers is more intuitive, more efficient, and makes for a simpler implementation. The code that goes with this post is … Continue reading → The simple standalone C
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