V-Ray 1.5 for Rhino is a rendering plugin for Rhino that features an updated rendering core for faster ray tracing on multicore systems. New features include real-time rendering using V-Ray RT, improved image-based lighting with Dome Light, and more efficient memory usage through Proxy objects. The document outlines key rendering, lighting, material, and output features such as physical cameras, global illumination, and support for the Rhino RDK.
The document summarizes an FX system developed by Bizarre Creations to handle shaders in a data-driven way. The system uses .fx files to define shaders and allows for automatic Maya previews. It exports vertex data and builds shader permutations. In-game, techniques are changed dynamically and parameters can be overridden. Several shaders are described, including a default shader, skin shader using colored wrapped diffuse lighting, an MPEG corruption effect, a refraction mapping shader, a shallow water shader based on an absorption model, and an aquarium shader adding inscattering and light shafts.
This document discusses implementing depth of field (DOF) effects on CPUs. It begins with an introduction to DOF and techniques for generating the effect, including traditional methods like Poisson disk and Gaussian blur as well as more advanced summed area table techniques. It then demonstrates a DOF explorer application that allows comparing different DOF techniques on GPUs and with CPU offloading. Performance results are shown for various DOF techniques on Sandy Bridge processors, finding speedups from CPU offloading for advanced techniques. The document aims to showcase techniques for implementing DOF on CPUs and compare their performance to GPU implementations.
The document provides an overview of the features and capabilities of CryENGINE 2, an advanced 3D game engine. It describes 19 sections covering technologies such as real-time rendering, lighting, shadows, fog, terrain and character animation systems. Key features include dynamic environments, destruction, vehicles, artificial intelligence, and support for multi-platform development.
This document summarizes the technology used in the DirectX 11 Unreal Engine "Samaritan" demo shown at Game Developer Conference 2011. Key techniques discussed include tessellation, rendering of hair using alpha to coverage, deferred rendering with multi-sample anti-aliasing, subsurface scattering for skin, image-based reflections using billboards, and depth of field with realistic bokeh shapes. The goals of the demo were to showcase new engine capabilities, demonstrate real-time rendering of next-gen visual quality, and research new hardware features and rendering techniques.
A universal Data & State sharing Fabric can help address the problem of different telecom systems using various protocols for communication by providing a shared fabric for real-time data and state sharing across systems. Existing solutions like databases and ESBs have drawbacks like being disk-based instead of real-time, lacking state sharing capabilities, and lower performance. IMDG provides a unified solution by combining the benefits of databases and ESBs while avoiding their limitations, allowing different systems and components to share data and state in real-time at massive scale with low latency.
This document discusses techniques for lighting and tonemapping in 3D graphics, including:
1. Gamma/linear-space lighting - Accounting for the gamma curve of monitors by converting textures and lighting calculations to/from linear and gamma space.
2. Filmic tonemapping - Simulating the adaptiveness and dynamic range of the human eye through tonemapping techniques to compress high dynamic range images for display.
3. Examples are given of the visual differences between correct and incorrect gamma handling, as well as comparisons of linear vs. gamma color ramps and exposure adjustments. Key points are made about which map types should use linear vs. gamma color spaces.
The document summarizes the key features and specifications of the DLA-RS15 Full HD D-ILA Front Projector by JVC. It has a high native contrast ratio of 32,000:1, Clear Motion Drive for smooth images, and various picture modes. It also offers flexible installation with motorized lens shift and zoom, quiet operation at 19dB, and HDMI and other inputs. The projector is suited for diverse content viewing with its sharp contrast and color reproduction.
The document summarizes an FX system developed by Bizarre Creations to handle shaders in a data-driven way. The system uses .fx files to define shaders and allows for automatic Maya previews. It exports vertex data and builds shader permutations. In-game, techniques are changed dynamically and parameters can be overridden. Several shaders are described, including a default shader, skin shader using colored wrapped diffuse lighting, an MPEG corruption effect, a refraction mapping shader, a shallow water shader based on an absorption model, and an aquarium shader adding inscattering and light shafts.
This document discusses implementing depth of field (DOF) effects on CPUs. It begins with an introduction to DOF and techniques for generating the effect, including traditional methods like Poisson disk and Gaussian blur as well as more advanced summed area table techniques. It then demonstrates a DOF explorer application that allows comparing different DOF techniques on GPUs and with CPU offloading. Performance results are shown for various DOF techniques on Sandy Bridge processors, finding speedups from CPU offloading for advanced techniques. The document aims to showcase techniques for implementing DOF on CPUs and compare their performance to GPU implementations.
The document provides an overview of the features and capabilities of CryENGINE 2, an advanced 3D game engine. It describes 19 sections covering technologies such as real-time rendering, lighting, shadows, fog, terrain and character animation systems. Key features include dynamic environments, destruction, vehicles, artificial intelligence, and support for multi-platform development.
This document summarizes the technology used in the DirectX 11 Unreal Engine "Samaritan" demo shown at Game Developer Conference 2011. Key techniques discussed include tessellation, rendering of hair using alpha to coverage, deferred rendering with multi-sample anti-aliasing, subsurface scattering for skin, image-based reflections using billboards, and depth of field with realistic bokeh shapes. The goals of the demo were to showcase new engine capabilities, demonstrate real-time rendering of next-gen visual quality, and research new hardware features and rendering techniques.
A universal Data & State sharing Fabric can help address the problem of different telecom systems using various protocols for communication by providing a shared fabric for real-time data and state sharing across systems. Existing solutions like databases and ESBs have drawbacks like being disk-based instead of real-time, lacking state sharing capabilities, and lower performance. IMDG provides a unified solution by combining the benefits of databases and ESBs while avoiding their limitations, allowing different systems and components to share data and state in real-time at massive scale with low latency.
This document discusses techniques for lighting and tonemapping in 3D graphics, including:
1. Gamma/linear-space lighting - Accounting for the gamma curve of monitors by converting textures and lighting calculations to/from linear and gamma space.
2. Filmic tonemapping - Simulating the adaptiveness and dynamic range of the human eye through tonemapping techniques to compress high dynamic range images for display.
3. Examples are given of the visual differences between correct and incorrect gamma handling, as well as comparisons of linear vs. gamma color ramps and exposure adjustments. Key points are made about which map types should use linear vs. gamma color spaces.
The document summarizes the key features and specifications of the DLA-RS15 Full HD D-ILA Front Projector by JVC. It has a high native contrast ratio of 32,000:1, Clear Motion Drive for smooth images, and various picture modes. It also offers flexible installation with motorized lens shift and zoom, quiet operation at 19dB, and HDMI and other inputs. The projector is suited for diverse content viewing with its sharp contrast and color reproduction.
This document discusses techniques for lighting and tonemapping in 3D graphics to better simulate the human visual system. It covers gamma correction, which accounts for how monitors display light intensities non-linearly. It also discusses filmic tonemapping, which produces crisp blacks, saturated dark tones, and soft highlights similar to film, by applying a tone curve modeled after photographic film. This provides advantages over other tonemapping operators like Reinhard for reproducing accurate colors across a high dynamic range.
The document discusses various technologies used for graphics rendering, including pixels, resolution, frame rate, GPUs, rendering, anti-aliasing, ambient occlusion, high dynamic range rendering, anisotropic filtering, PhysX, motion blur, depth of field, vertical sync, bloom, bump mapping, particle systems, and crepuscular rays. It provides examples of these techniques and how they are used to produce more realistic computer graphics images, especially in video games. Future areas that may improve graphics are also mentioned like parallel processing, virtual reality headsets, and higher resolution displays.
The document describes the Lightspeed Automatic Interactive Lighting Preview System. It aims to provide fast feedback for lighting design by precomputing a deep framebuffer cache of scene properties like normals and textures, and reevaluating shading on the GPU based on new lighting parameters. Key components include automatic program analysis to separate static and dynamic shader code, deep framebuffer generation from the preprocessed scene, and a GPU-based relighting engine to interactively preview lighting changes at high quality.
The document summarizes two new P2 HD camera-recorders from Panasonic - the AJ-HPX3700 and AJ-HPX2700. The AJ-HPX3700 outputs 4:4:4 RGB images at full 1080p resolution with P-10Log gamma. It has dual HD-SDI output and can record in AVC-Intra 100/50 or DVCPRO HD formats. The AJ-HPX2700 has a variable frame rate from 1-60fps for creative shooting. It can record in 1080/24p, 1080/30p, 1080/60i, 720/60p in AVC-Intra 100/50 or DVCPRO HD formats
The Technology of Uncharted: Drake’s FortuneNaughty Dog
The document describes the technology used in the development of Uncharted: Drake's Fortune. It discusses Naughty Dog's in-house tools for building levels and characters, techniques for animation, physics, lighting and rendering, and how the Cell processor's SPUs were utilized to offload tasks for improved performance. The development involved over 70 people over 3 years to create the game entirely from scratch using custom-built, Linux-based tools.
Penner pre-integrated skin rendering (siggraph 2011 advances in real-time r...JP Lee
This document summarizes Eric Penner's presentation on pre-integrated skin shading. It discusses advances in real-time subsurface scattering techniques for games. Penner presents an approach called pre-integrated skin shading that bakes subsurface scattering into textures to avoid costly blur passes. This is done by pre-integrating scattering based on surface curvature, normal maps, and shadows to account for different types of incident light gradients on skin. Results show it provides skin rendering quality comparable to more expensive techniques like texture space diffusion with better performance.
Epic Games Japan hold a meeting named "Lightmass Deep Dive" on July 30, 2016.
A Japanese architectural artist, Kenichi Makaya, created Casa Barragan on UE4. the architecture is a house of Mexican Architect, Luis Barragan. And he gave a presentation about making of the scene. .
CASA BARRAGAN Unreal Engine4
https://www.youtube.com/watch?v=Y7r28nO4iDU&feature=youtu.be
EGJ translated the slide for the presentation to English and published it.
The document discusses L3Vision CCD technology, which provides low light sensitivity through an electron multiplication gain process within the CCD that can amplify signal electrons up to 1000 times. Key factors that determine a CCD's low light sensitivity are the number of photons per pixel per unit time, how well light is converted to signal electrons, and how low the noise floor is. L3Vision CCDs reduce noise to improve sensitivity and have applications in scientific imaging and surveillance due to their ability to detect very low light levels.
The document describes several new features and improvements to the STRUDS software. Some key additions include the ability to import and export files with ETABS, new options for perpendicular snapping and window selection in column modeling, and the implementation of Fe550 grade steel in structural designs. Improvements were also made to DXF drawings for beams, slabs, columns, shear walls, and footings.
Here is a data sheet on the Dukane 8420 DLP ( Digital Light Processor) Projector from Dukane.
Bill McIntosh
School Vision Inc ( my consulting company)
Authorized Dukane Consultant
Phone :843-442-8888
Email :WKMcIntosh@Comcast.net
Twitter : @OtisTMcIntosh
SchoolVision Website on Facebook: https://www.facebook.com/WKMIII
You can find information on all of Dukane products here
http://www.slideshare.net/WKMcIntoshIII/documents
http://www.slideshare.net/WKMcIntoshIII/presentations
http://www.slideshare.net/WKMcIntoshIII/videos.
Here is the main the main Dukane website
www.dukane.com/av
The document summarizes common patterns for processing large datasets using MapReduce. It describes how MapReduce works by applying map and reduce functions to key-value pairs in parallel. Common patterns discussed include filtering, parsing, counting, merging, binning, distributed tasks, grouping, finding unique values, secondary sorting, and joining datasets. Real-world applications are described as chaining many MapReduce jobs together to process large amounts of data.
Here is a data sheet on the Dukane 8421 DLP ( Digital Light Processor) projector from Dukane.
Bill McIntosh
School Vision Inc ( my consulting company)
Authorized Dukane Consultant
Phone :843-442-8888
Email :WKMcIntosh@Comcast.net
Twitter : @OtisTMcIntosh
SchoolVision Website on Facebook: https://www.facebook.com/WKMIII
You can find information on all of Dukane products here
http://www.slideshare.net/WKMcIntoshIII/documents
http://www.slideshare.net/WKMcIntoshIII/presentations
http://www.slideshare.net/WKMcIntoshIII/videos.
Here is the main the main Dukane website
www.dukane.com/av
The Canon XF range introduces compact, file-based professional HD video cameras that set new standards for image quality and versatility. They employ an MPEG-2 Full HD recording codec and feature Canon optics, three 1/3-type CMOS sensors (XF300/305 models), and a customizable design optimized for professional use. The cameras offer various recording formats and modes to suit different workflows, along with customization options and an emphasis on efficient operation and intuitive design.
Audio for pictures can be grouped into dialog, sound effects, and music/score. Different teams typically work on each element, and they are brought together during final mixing. The document then provides details on the production processes for dialog recording on location, automated dialogue replacement, foley, sound effects, and use of music in pictures.
The document provides an overview of general lighting concepts, including the nature of light and lamps. It defines key radiometric and photometric terms like luminous flux, illuminance, luminous intensity, and luminance. It also covers the visible light spectrum, color temperature, and color rendering properties. Various lamp types are described such as incandescent, halogen, fluorescent, sodium vapor, and LEDs. Performance metrics like efficacy and lifetime are discussed.
This paper presents an automated approach for high-quality preview rendering during lighting design for feature films. The system automatically generates a deep framebuffer and shaders from unmodified RenderMan scenes and shaders to enable interactive previews as lights are adjusted. It introduces an indirect framebuffer to efficiently handle antialiasing, motion blur, and transparency. Progressive refinement allows previews at coarse resolution with final quality after a few seconds. The system is being used in two major studios and demonstrates the approach on real-world production scenes.
This corporate presentation summarizes PCI Geomatics as a leading provider of high-speed, scalable image processing solutions. It has over 80 employees, more than 25,000 licenses installed worldwide, and offices in Toronto, Gatineau, USA, and China. The presentation highlights PCI Geomatics' capabilities across the geospatial value chain, from image collection to value-added content. It also outlines the company's competitive advantages in processing speed, sensor agnosticism, and automated workflows.
This document provides an overview of a lecture on augmented reality technology. It defines augmented reality and discusses its key characteristics. The lecture covers the history of AR, examples of applications, and the core technologies involved, including displays, tracking, and input methods. Head-mounted displays are discussed in depth as a primary display method for AR. Both optical and video-based see-through approaches for AR displays are presented.
The document discusses Sony's SNC-RX Series, SNC-RZ50, and SNC-CS50 network cameras. These cameras feature intelligent video analytics, including intelligent motion detection and object detection. They also offer high-quality video compression in multiple formats, as well as features such as audio support, privacy masking, and wireless connectivity. The cameras are designed for efficient 24/7 monitoring in security and surveillance applications.
This document discusses techniques for lighting and tonemapping in 3D graphics to better simulate the human visual system. It covers gamma correction, which accounts for how monitors display light intensities non-linearly. It also discusses filmic tonemapping, which produces crisp blacks, saturated dark tones, and soft highlights similar to film, by applying a tone curve modeled after photographic film. This provides advantages over other tonemapping operators like Reinhard for reproducing accurate colors across a high dynamic range.
The document discusses various technologies used for graphics rendering, including pixels, resolution, frame rate, GPUs, rendering, anti-aliasing, ambient occlusion, high dynamic range rendering, anisotropic filtering, PhysX, motion blur, depth of field, vertical sync, bloom, bump mapping, particle systems, and crepuscular rays. It provides examples of these techniques and how they are used to produce more realistic computer graphics images, especially in video games. Future areas that may improve graphics are also mentioned like parallel processing, virtual reality headsets, and higher resolution displays.
The document describes the Lightspeed Automatic Interactive Lighting Preview System. It aims to provide fast feedback for lighting design by precomputing a deep framebuffer cache of scene properties like normals and textures, and reevaluating shading on the GPU based on new lighting parameters. Key components include automatic program analysis to separate static and dynamic shader code, deep framebuffer generation from the preprocessed scene, and a GPU-based relighting engine to interactively preview lighting changes at high quality.
The document summarizes two new P2 HD camera-recorders from Panasonic - the AJ-HPX3700 and AJ-HPX2700. The AJ-HPX3700 outputs 4:4:4 RGB images at full 1080p resolution with P-10Log gamma. It has dual HD-SDI output and can record in AVC-Intra 100/50 or DVCPRO HD formats. The AJ-HPX2700 has a variable frame rate from 1-60fps for creative shooting. It can record in 1080/24p, 1080/30p, 1080/60i, 720/60p in AVC-Intra 100/50 or DVCPRO HD formats
The Technology of Uncharted: Drake’s FortuneNaughty Dog
The document describes the technology used in the development of Uncharted: Drake's Fortune. It discusses Naughty Dog's in-house tools for building levels and characters, techniques for animation, physics, lighting and rendering, and how the Cell processor's SPUs were utilized to offload tasks for improved performance. The development involved over 70 people over 3 years to create the game entirely from scratch using custom-built, Linux-based tools.
Penner pre-integrated skin rendering (siggraph 2011 advances in real-time r...JP Lee
This document summarizes Eric Penner's presentation on pre-integrated skin shading. It discusses advances in real-time subsurface scattering techniques for games. Penner presents an approach called pre-integrated skin shading that bakes subsurface scattering into textures to avoid costly blur passes. This is done by pre-integrating scattering based on surface curvature, normal maps, and shadows to account for different types of incident light gradients on skin. Results show it provides skin rendering quality comparable to more expensive techniques like texture space diffusion with better performance.
Epic Games Japan hold a meeting named "Lightmass Deep Dive" on July 30, 2016.
A Japanese architectural artist, Kenichi Makaya, created Casa Barragan on UE4. the architecture is a house of Mexican Architect, Luis Barragan. And he gave a presentation about making of the scene. .
CASA BARRAGAN Unreal Engine4
https://www.youtube.com/watch?v=Y7r28nO4iDU&feature=youtu.be
EGJ translated the slide for the presentation to English and published it.
The document discusses L3Vision CCD technology, which provides low light sensitivity through an electron multiplication gain process within the CCD that can amplify signal electrons up to 1000 times. Key factors that determine a CCD's low light sensitivity are the number of photons per pixel per unit time, how well light is converted to signal electrons, and how low the noise floor is. L3Vision CCDs reduce noise to improve sensitivity and have applications in scientific imaging and surveillance due to their ability to detect very low light levels.
The document describes several new features and improvements to the STRUDS software. Some key additions include the ability to import and export files with ETABS, new options for perpendicular snapping and window selection in column modeling, and the implementation of Fe550 grade steel in structural designs. Improvements were also made to DXF drawings for beams, slabs, columns, shear walls, and footings.
Here is a data sheet on the Dukane 8420 DLP ( Digital Light Processor) Projector from Dukane.
Bill McIntosh
School Vision Inc ( my consulting company)
Authorized Dukane Consultant
Phone :843-442-8888
Email :WKMcIntosh@Comcast.net
Twitter : @OtisTMcIntosh
SchoolVision Website on Facebook: https://www.facebook.com/WKMIII
You can find information on all of Dukane products here
http://www.slideshare.net/WKMcIntoshIII/documents
http://www.slideshare.net/WKMcIntoshIII/presentations
http://www.slideshare.net/WKMcIntoshIII/videos.
Here is the main the main Dukane website
www.dukane.com/av
The document summarizes common patterns for processing large datasets using MapReduce. It describes how MapReduce works by applying map and reduce functions to key-value pairs in parallel. Common patterns discussed include filtering, parsing, counting, merging, binning, distributed tasks, grouping, finding unique values, secondary sorting, and joining datasets. Real-world applications are described as chaining many MapReduce jobs together to process large amounts of data.
Here is a data sheet on the Dukane 8421 DLP ( Digital Light Processor) projector from Dukane.
Bill McIntosh
School Vision Inc ( my consulting company)
Authorized Dukane Consultant
Phone :843-442-8888
Email :WKMcIntosh@Comcast.net
Twitter : @OtisTMcIntosh
SchoolVision Website on Facebook: https://www.facebook.com/WKMIII
You can find information on all of Dukane products here
http://www.slideshare.net/WKMcIntoshIII/documents
http://www.slideshare.net/WKMcIntoshIII/presentations
http://www.slideshare.net/WKMcIntoshIII/videos.
Here is the main the main Dukane website
www.dukane.com/av
The Canon XF range introduces compact, file-based professional HD video cameras that set new standards for image quality and versatility. They employ an MPEG-2 Full HD recording codec and feature Canon optics, three 1/3-type CMOS sensors (XF300/305 models), and a customizable design optimized for professional use. The cameras offer various recording formats and modes to suit different workflows, along with customization options and an emphasis on efficient operation and intuitive design.
Audio for pictures can be grouped into dialog, sound effects, and music/score. Different teams typically work on each element, and they are brought together during final mixing. The document then provides details on the production processes for dialog recording on location, automated dialogue replacement, foley, sound effects, and use of music in pictures.
The document provides an overview of general lighting concepts, including the nature of light and lamps. It defines key radiometric and photometric terms like luminous flux, illuminance, luminous intensity, and luminance. It also covers the visible light spectrum, color temperature, and color rendering properties. Various lamp types are described such as incandescent, halogen, fluorescent, sodium vapor, and LEDs. Performance metrics like efficacy and lifetime are discussed.
This paper presents an automated approach for high-quality preview rendering during lighting design for feature films. The system automatically generates a deep framebuffer and shaders from unmodified RenderMan scenes and shaders to enable interactive previews as lights are adjusted. It introduces an indirect framebuffer to efficiently handle antialiasing, motion blur, and transparency. Progressive refinement allows previews at coarse resolution with final quality after a few seconds. The system is being used in two major studios and demonstrates the approach on real-world production scenes.
This corporate presentation summarizes PCI Geomatics as a leading provider of high-speed, scalable image processing solutions. It has over 80 employees, more than 25,000 licenses installed worldwide, and offices in Toronto, Gatineau, USA, and China. The presentation highlights PCI Geomatics' capabilities across the geospatial value chain, from image collection to value-added content. It also outlines the company's competitive advantages in processing speed, sensor agnosticism, and automated workflows.
This document provides an overview of a lecture on augmented reality technology. It defines augmented reality and discusses its key characteristics. The lecture covers the history of AR, examples of applications, and the core technologies involved, including displays, tracking, and input methods. Head-mounted displays are discussed in depth as a primary display method for AR. Both optical and video-based see-through approaches for AR displays are presented.
The document discusses Sony's SNC-RX Series, SNC-RZ50, and SNC-CS50 network cameras. These cameras feature intelligent video analytics, including intelligent motion detection and object detection. They also offer high-quality video compression in multiple formats, as well as features such as audio support, privacy masking, and wireless connectivity. The cameras are designed for efficient 24/7 monitoring in security and surveillance applications.
This document summarizes key points from Lecture 2 on augmented reality technology. It discusses:
1. The definition of augmented reality, including its key characteristics of combining real and virtual images in real-time and having the virtual content registered in 3D space.
2. An overview of different AR display technologies, including optical see-through displays, video see-through displays, and spatial/projected AR.
3. The importance of tracking technologies for registering virtual objects in 3D space, including different tracking methods like optical, magnetic, ultrasonic, and inertial tracking.
4. How marker-based optical tracking works, including fiducial detection, rectangle fitting, and coordinate system establishment to determine an
Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated RenderingMark Kilgard
Twenty-five years ago, Crow published the shadow volume approach for determining shadowed regions in a scene. A decade ago, Heidmann described a hardware-accelerated stencil bufferbased shadow volume algorithm. However, hardware-accelerated stenciled shadow volume techniques have not been widely adopted by 3D games and applications due in large part to the lack of robustness of described techniques. This situation persists despite widely available hardware support. Specifically what has been lacking is a technique that robustly handles various "hard" situations created by near or far plane clipping of shadow volumes. We describe a robust, artifact-free technique for hardwareaccelerated rendering of stenciled shadow volumes. Assuming existing hardware, we resolve the issues otherwise caused by shadow volume near and far plane clipping through a combination of (1) placing the conventional far clip plane “at infinity”, (2) rasterization with infinite shadow volume polygons via homogeneous coordinates, and (3) adopting a zfail stencil-testing scheme. Depth clamping, a new rasterization feature provided by NVIDIA's GeForce3 & GeForce4 Ti GPUs, preserves existing depth precision by not requiring the far plane to be placed at infinity. We also propose two-sided stencil testing to improve the efficiency of rendering stenciled shadow volumes.
March 12, 2002.
This was submitted to the SIGGRAPH 2002 papers committee but was rejected.
This document discusses compressive displays and related technologies for reducing the bandwidth requirements of multi-view and light field displays. It describes several technologies including layered 3D displays, polarization field displays, and high-rank 3D displays that decompose 4D light fields into lower dimensional representations. It also discusses using mathematical techniques like non-negative matrix factorization for further compressing display data. The document promotes open collaboration through the proposed Compressive Display Consortium to advance next generation displays.
Shaders - Claudia Doppioslash - Unity With the BestBeMyApp
Shader programming is one of the things that most influences how good your game will look, yet it's perceived as a black art, hidden away and feared.
In this talk, Claudia described:
1. How shader programming works
2. How Unity lets you take almost full control of the shader subsystem
3. What you can achieve with that control
4. How to implement a custom Physically Based Lighting system and the logic behind every choice
XR graphics in Unity: delivering the best AR/VR experiences – Unite Copenhage...Unity Technologies
Virtual reality (VR) and augmented reality (AR) are powerful tools for storytelling, but poor execution can negatively impact consumer reactions and engagement. This session guides you through the latest Unity tech and best practices for creating stunning high-end VR and mobile AR visuals.
Speaker: Dan Miller – Unity
Watch the session on YouTube: https://youtu.be/dvOZ7IL2iOI
Making High Quality Interactive VR with Unreal Engine Luis CataldiLuis Cataldi
The document provides an overview of best practices for creating high quality VR experiences using Unreal Engine. It discusses optimizing content through the use of modular assets, master materials, precomputed lighting, and culling unnecessary elements. Both deferred and forward renderers are covered, noting tradeoffs between features and performance. Techniques like multi-sample anti-aliasing, reflection probes, and decals are recommended. It also stresses the importance of profiling performance and maintaining framerates. Finally, it provides a brief introduction to key Unreal classes like GameMode and the Blueprint system.
Making High Quality Interactive VR with Unreal Engine Luis CataldiUnreal Engine
The document discusses best practices for creating high quality VR content with Unreal Engine. It covers optimizing levels for performance by using modular assets, master materials, static lighting, and other techniques. It also compares deferred and forward rendering, discussing the performance advantages of forward rendering for VR. The document demonstrates profiling tools and provides guidance on testing and deploying to various VR platforms from a single project.
This document discusses technologies for immersive video applications, including 3D video processing and telepresence. It addresses key issues like high quality experience, low latency interaction, and bandwidth requirements. Emerging technologies that enable immersive applications include real-time 3D shape recovery from video, efficient compression, and new view rendering. Examples of applications discussed are observation, interaction, and conversation modes of telepresence as well as dynamic mosaicking and multi-view depth estimation for new view synthesis.
The document discusses the history and evolution of 3D graphics and GPUs, including how graphics processing has expanded from rendering 3D scenes to general purpose computing through technologies like CUDA, OpenCL, and DirectCompute. It also outlines how GPUs are now being used for high performance computing due to their highly parallel architecture and massive floating point processing capabilities. The talk concludes by discussing some key applications of GPU computing beyond just graphics.
This document provides an introduction and overview of GPUs for both 3D graphics and high performance parallel computing. It discusses:
1) How GPUs accelerated the 3D graphics pipeline and enabled real-time rendering of 3D scenes and games.
2) How GPUs are now being used for general purpose computing (GPGPU) due to their highly parallel architecture and ability to handle massive threading. This allows GPUs to accelerate computationally intensive applications beyond just graphics.
3) The advantages of using GPUs for high performance parallel computing applications, including their high floating point performance, inherent parallelism, and ability to provide supercomputing power at a fraction of the cost of traditional CPU-based supercomputers
The document discusses the history and evolution of 3D graphics technologies including OpenGL and DirectX, provides an overview of GPU programming models and architectures, and explores how GPUs are increasingly being used for general purpose computing beyond just graphics through technologies like CUDA and OpenCL. It also highlights how GPUs can provide significant performance gains for parallel applications compared to CPUs.
The document discusses virtual reality and real-time simulation capabilities at the National Institute for Aviation Research. It describes the facility's visualization room and notable equipment, including large field-of-view head-mounted displays, PC clusters, and software like CATIA and Virtools. The approach uses CATIA for modeling, materials, and ergonomic analysis. Virtools enables behavioral simulations. OPTIS SPEOS is used for visual ergonomics and illumination analysis. Real-time simulations examine interior layouts, materials, and human factors analysis.
The Panasonic AG-HPX255 and AG-HPX250 are handheld camera recorders that offer shoulder-type performance in a compact form factor. They feature a newly developed 22x zoom lens, 2.2 megapixel image sensors, and support for 1080p 10-bit 4:2:2 recording using AVC-Intra codecs, providing high image quality. The cameras also offer focus assist functions, variable frame rates, and dual P2 card slots for file-based recording and high reliability.
Gentek is a middleware and solution for MMOG development that aims to help teams quickly build production lines and products. It provides a mature and stable foundation that reduces technical risks and costs. Key features include graphics, networking, server architecture, tools, gameplay modules, and technical support. Gentek can help reduce schedules by 3-4 times and costs by 2-3 times compared to building games from scratch. It has been used successfully in several published MMOG titles in China.
The document provides an overview of Silverlight architecture and performance best practices. It discusses the rendering pipelines, UI thread, animation basics, layout and draw process, rasterization, and profiling Silverlight applications. Tips are provided for optimizing performance, such as using EnableRedrawRegions, avoiding large animations, and identifying what blocks the UI thread during debugging.
2. Image courtesy of
www.chaosgroup.com
V-Ray® for Rhino Key Features
RENDERING CORE
Efficient Multicore Ray-Tracing Engine
V-Ray has been specifically optimized for ray tracing, allowing users to create
V-Ray® 1.5 for Rhino includes many new features and complex shading, area shadows, camera effects and GI with unprecedented speed
improvements, including real-time rendering using V-Ray RT, and accuracy.
optimized image-based lighting with the new Dome Light, and
Rhino Integration
efficient memory management using Proxy objects. V-Ray 1.5 for Rhino supports the 32-bit version of Rhino 4.0 and the 32 and 64-bit
versions of Rhino 5.0.
Learn more at: chaosgroup.com/vrayrhino
3. Interactive Rendering Alpha Transparency Retrace Threshold
V-Ray RT is a revolutionary rendering engine Create materials with alpha transparency. Reduce Light Cache artifacts and improve the
providing instant feedback and streamlining scene appearance of glossy reflections and refractions when
setup. Because V-Ray RT is built upon the same Procedural Textures using the time saving feature - Use light cache for
robust core as V-Ray, it is seamless to transition Utilize procedurally generated texture maps: glossy rays.
between V-Ray RT and production rendering. Falloff Granite Dirt Marble
Rock Smoke Invert Leather CAMERAS & OPTICS
Randomize Sampler improves anti-aliasing of Snow SpeckleSplat Stucco
nearly horizontal or vertical lines. Water Wood Physical Camera
Render any standard camera using physical camera
Color Space properties, including Depth of Field and Motion Blur
GEOMETRY Manage the input gamma of textures using Linear, effects.
VRayProxy Gamma Corrected, or sRGB options.
VRayProxy is an indispensable tool for managing Lens Effects (Glare / Bloom)
scene memory and efficiently rendering massive LIGHTS & ILLUMINATION Simulate the natural lens effects that occur when
amounts of geometry. V-Ray Proxy objects are photographing highlights.
dynamically loaded and unloaded at render-time, Dome Light
saving vital RAM resources. Create simple, artifact-free image-based lighting using RENDERING OUTPUT
the Dome Light. Its powerful importance sampling
Displacement analyzes HDR images and optimizes light tracing and GI DR Spawner
Control displacement on a per-material basis and precision. Launch Distributed Rendering hosts without opening
generate detailed geometry at render time with Rhino.
IES Light
maximum memory efficiency. Use photometric data to provide accurate light definition.
Color Mapping
Sphere Light Clamp Level defines the peak level for clamping bright
MATERIALS & SHADING colors.
Create spherically shaped area lights.
Physically-based Materials
Adaptation Only uses color-mapping controls for
Create materials based on physical properties SUN & SKY calculations without applying to the final result.
using VRay's versatile shaders.
RDK Sun
Material Preview The VRaySun/ Sky system is compatible with the RDK Sun. Linear Workflow applies inverse gamma correction to all
materials, simplifying setup time for Linear Workflow.
Preview materials accurately and efficiently. Once Sky Options
a preview is generated, it is cached for later use. Control sky properties independently from the sun.
V-Ray Frame Buffer (VFB)
Sky Models Region Render specifies a portion of the scene to render.
VRayDirt
Simulate shading around corners and crevices of Specify sky appearance using Preetham et al, CIE Clear,
or CIE Overcast models. History saves render to the VFB cache, simplifying
objects based on a radial distance. VRayDirt can be render comparison.
used to produce a variety of effects, including
ambient occlusion renderings. GLOBAL ILLUMINATION Compare loads two renders directly in the VFB with A/B
Optimized Global Illumination Solutions comparison controls.
Interpolation (Reflections and Refractions)
V-Ray provides several optimized solutions for creating
Accelerate rendering by approximating and caching Material ID supports rendering Material ID channels for
Global Illumination, giving artists the complete control
the effects of glossy reflections and refractions. and flexibility they need. post processing.
Dispersion Ambient Occlusion Rhino RDK Support
Trace and refract light based on its wavelength. Generate shading based on an object’s proximity, and V-Ray 1.5 for Rhino supports the Rhino Document Sun,
enhance GI details without significantly increasing render time. Edge Softening, Shutlining, and Displacement.
Key features may vary depending on the product choice and respective version of V-Ray® being used. Chaos Group maintains the right to make changes to feature lists and products without future notice.