The document discusses advanced rendering techniques for achieving anime-style rendering in Unity. It covers topics such as advanced rendering features for mobile like bloom and dynamic particles. It also discusses stylized scene lighting, specialized shaders for materials like silk and hair, character shading techniques including multi-ramp shading and facial expression blending, and effects like volume lights, depth of field, and image-space outlines. The overall goal is to achieve high quality anime-style rendering on mobile and PC platforms.
The document discusses advanced rendering techniques for achieving anime-style rendering in Unity. It covers topics such as advanced rendering features for mobile like bloom and dynamic particles. It also discusses stylized scene lighting, specialized shaders for materials like silk and hair, character shading techniques including multi-ramp shading and facial expression blending, and effects like volume lights, depth of field, and image-space outlines. The overall goal is to achieve high quality anime-style rendering on mobile and PC platforms.
ICCV19読み会 "Learning Single Camera Depth Estimation using Dual-Pixels"Hajime Mihara
第55回 コンピュータビジョン勉強会@関東 ICCV読み会の資料です。
"Learning Single Camera Depth Estimation using Dual-Pixels"について解説しております。
https://kantocv.connpass.com/event/148011/
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
This talk is about our experiences gained during making of the Killzone Shadow Fall announcement demo.
We’ve gathered all the hard data about our assets, memory, CPU and GPU usage and a whole bunch of tricks.
The goal of talk is to help you to form a clear picture of what’s already possible to achieve on PS4.
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
This talk covers changes in CryENGINE 3 technology during 2012, with DX11 related topics such as moving to deferred rendering while maintaining backward compatibility on a multiplatform engine, massive vegetation rendering, MSAA support and how to deal with its common visual artifacts, among other topics.
ICCV19読み会 "Learning Single Camera Depth Estimation using Dual-Pixels"Hajime Mihara
第55回 コンピュータビジョン勉強会@関東 ICCV読み会の資料です。
"Learning Single Camera Depth Estimation using Dual-Pixels"について解説しております。
https://kantocv.connpass.com/event/148011/
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
This talk is about our experiences gained during making of the Killzone Shadow Fall announcement demo.
We’ve gathered all the hard data about our assets, memory, CPU and GPU usage and a whole bunch of tricks.
The goal of talk is to help you to form a clear picture of what’s already possible to achieve on PS4.
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
This talk covers changes in CryENGINE 3 technology during 2012, with DX11 related topics such as moving to deferred rendering while maintaining backward compatibility on a multiplatform engine, massive vegetation rendering, MSAA support and how to deal with its common visual artifacts, among other topics.
16. タイルベースアルゴリズムフロー
1. フォトン投射
a. 普通にフォトンを光源から投射してトレーシング
2. 代表深度生成
a. 次に生成するフラスタムの深度を計算。分割されたタイル内のもっとも手前
をnearに、もっとも奥をfar に設定
3. フォトンのタイルデータベースへの分配
a. 上記投射されたデータをスクリーンスペース上でタイルに区切ったピクセル
からフラスタムのleft right top bottom を指定。
b. 2と合わせてフォトン収集半径分ののりしろを付けて、フラスタムカリングが
できる。これを使ってフォトンをタイルごとに分配。すべてのフォトンが対象。
4. フォトンのサンプリング
a. 離散的フィルタ:N飛ばしでフォトンをサンプルし、最後に飛ばしたN倍エネ
ルギーを増やす。
5. 放射輝度の計算
6. 必要に応じてバイラテラルフィルタなどノイズをごまかす