__初窺Shader: 從內建Normal Shader Family認識Unity Shader__
本投影片初步介紹Unity 3D的內建Shader: Normal Shader Family,這一家族的渲染需要使用基礎貼圖、法向量貼圖、反光貼圖、視差貼圖。
Glimpse of Shader in Unity 3D, starting from built-in shaders: Normal Shader Family by using the basic maps of diffuse map, normal map, specular map, and height map.
TEDx WanChai Sat 23 Aug 2014
Form follows Flow
Dao of Design in Nature & Culture
I'm sharing how elegance in nature transforms into beauty & sustainability in culture, how beauty flows in time.
The new Asynsis principle-Constructal law design paradigm: bridging western geometry and eastern philosophy.
http://asynsis.styleonedigital.com/archives/4017
The Real-time Volumetric Cloudscapes of Horizon Zero DawnGuerrilla
Download the full presentation (including movies) from http://www.guerrilla-games.com/publications.html#schneider1508.
Abstract: Real-time volumetric clouds in games usually pay for fast performance with a reduction in quality. The most successful approaches are limited to low altitude fluffy and translucent stratus-type clouds. For Horizon: Zero Dawn, Guerrilla need a solution that can fill a sky with evolving and realistic results that closely match highly detailed reference images which represent high altitude cirrus clouds and all of the major low level cloud types, including thick billowy cumulus clouds. These clouds need to light correctly according to the time of day and other cloud-specific lighting effects. Additionally, we are targeting GPU performance of 2ms. Our solution is a volumetric cloud shader which handles the aspects of modeling, animation and lighting logically without sacrificing quality or draw time. Special emphasis will be placed on our solutions for direct-ability of cloud shapes and formations as well as on our lighting model and optimizations.
__初窺Shader: 從內建Normal Shader Family認識Unity Shader__
本投影片初步介紹Unity 3D的內建Shader: Normal Shader Family,這一家族的渲染需要使用基礎貼圖、法向量貼圖、反光貼圖、視差貼圖。
Glimpse of Shader in Unity 3D, starting from built-in shaders: Normal Shader Family by using the basic maps of diffuse map, normal map, specular map, and height map.
TEDx WanChai Sat 23 Aug 2014
Form follows Flow
Dao of Design in Nature & Culture
I'm sharing how elegance in nature transforms into beauty & sustainability in culture, how beauty flows in time.
The new Asynsis principle-Constructal law design paradigm: bridging western geometry and eastern philosophy.
http://asynsis.styleonedigital.com/archives/4017
The Real-time Volumetric Cloudscapes of Horizon Zero DawnGuerrilla
Download the full presentation (including movies) from http://www.guerrilla-games.com/publications.html#schneider1508.
Abstract: Real-time volumetric clouds in games usually pay for fast performance with a reduction in quality. The most successful approaches are limited to low altitude fluffy and translucent stratus-type clouds. For Horizon: Zero Dawn, Guerrilla need a solution that can fill a sky with evolving and realistic results that closely match highly detailed reference images which represent high altitude cirrus clouds and all of the major low level cloud types, including thick billowy cumulus clouds. These clouds need to light correctly according to the time of day and other cloud-specific lighting effects. Additionally, we are targeting GPU performance of 2ms. Our solution is a volumetric cloud shader which handles the aspects of modeling, animation and lighting logically without sacrificing quality or draw time. Special emphasis will be placed on our solutions for direct-ability of cloud shapes and formations as well as on our lighting model and optimizations.
NVIDIA深度學習教育機構 (DLI): Object detection with jetson
“樓下的房客”以數位特效技術 打造寫實近代台灣風格街景
1. TAIPEI | SEP. 21-22, 2016
WeFX studio
TSO CHIH CHUNG, SEP. 21 2016
“樓下的房客” 以數位特效技術
打造寫實近代台灣風格街景
BUILDING PHOTOREALISTIC ENVIRONMENT BY FULLY CGI. FOR THE FEATURE FILM
"THE TENANTS DOWNSTAIRS "