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Real-Time Rendering Resources

Real-Time Rendering Resources

Sky & Atmosphere subsections: Clouds , Fog, Rain, and Lighting Sky Color A common approach is to model a dome, and either apply a texture map or use vertex colors to provide the impression of a sky. a can be extremely realistic looking, but has drawbacks: difficult to make it change with time of day if it contains pictures of clouds, they must be very distant clouds, otherwise as the viewer moves around a landscape, they would notice the same clouds staying overhead in general, daytime sky color is a gradual fade from "horizon color" to "zenith color" overhead {*style:<b> </b>*} for example, a clear blue sky usually goes from a light cyan at the horizon to a rich medium-blue at dusk and dawn, there is an additional fade of warm color from a broad stretch of the east/west horizon to the zenith, as shown in the photograph to the right by choosing an attractive set of colors, you can just interpolate between them for all times of day and night Sky Domes Tutorial at the game developer site Flipcode Some academic work

Improving the Efficiency of BRDF Representation Szymon Rusinkiewicz CS348c, Winter 1997 Idea: Transforming BRDF Data A look at current strategies for BRDF representation reveals that most general-purpose methods are too inefficient, particularly in storage cost, to be practical. Representations based on spherical harmonics, splines, Zernike polynomials, or spherical wavelets typically require tens of thousands of coefficients to represent even moderately complex BRDFs. One problem with current BRDF representation techniques is that they are, essentially, schemes for representing arbitrary four-dimensional functions. We propose, therefore, that there exist certain transforms that may be performed on raw BRDFs to put them into forms that the conventional BRDF representation techniques can compress more easily. One simple transform is taking the logarithm of the BRDFs. A second simple transform, often suggested in the literature, is to multiply the BRDF by cos(theta_in)*cos(theta_out) before storing it. bv - A BRDF Viewer Results He Phong

Performance Optimization And that’s a wrap. Thank you to all of the Unity developers, enthusiasts and lovers, those of you that attended Unite 2012, and those of you that wanted to be there, but couldn’t. Hands on hearts, we would not be here today without you. Thanks to all of our sponsors. Unite 2012 is over, but this page will be updated with all the key footage. We hope everyone had a blast in Amsterdam. Slides & Example Projects Session videos Unite 2012 : Keynote - Founders & Peter Molyneux Harold: The Art Behind the Game Unity Meetups, User Groups, and Game Jams Performance Optimization Tips and Tricks for Unity Asset Bundles : Creative Uses and Best Practices ALIEN vs PREDATOR: Tools and Techniques Unite 12 - Mecanim: Creating Retargetable Animation in Unity 4 Click and Gun: Lighting Workflow Developing Content for the Unity 4 Animation System GameDraw: Editor customization techniques and challenges Multi-SKU, Multi-Platform development The Power of the Crowd Unity, Network Code, and You Advanced Editor Scripting

Unity Community // View topic - UniLOD BETA: Level-of-detail and + few othersIn actionLots of objects demo (Old video, new one coming in a few days, it does a much better job now)Streaming demoIn-game demo All the demo videos except the first one are running on Running on Vista x64, E6600 at 2.4Ghz, 295GTX and 2GB RAM. (The first video is running on 8800GTX, rest is the same). Video tutorialsUniLOD Tutorial 1 - InstallationUniLOD Tutorial 2 - Mesh simplificationUniLOD Tutorial 3 - LOD prefab creationUniLOD Tutorial 4 - LOD scene editingUniLOD Tutorial 5 - Scene loadingDownloadWin + Unity ProMac + Unity ProMac/Win + Unity IndieOther notes This is the first released version of UniLOD, I hope you can report all found bugs to me. Personally I have never even tested the Mac version but it is available here anyway. It is very doubtful it will work at this time, but I do plan on fixing it in the future (Feel free to give it a shot, it might just work). Posting Permissions Forum Rules

Computer Graphics Data A 3D model of the real Lawrence Berkeley National Laboratory building 90 3rd floor conference room originally created by Anat Grynberg and Greg Ward, circa 1991. The model was created from manual measurements with coordinates directly typed into a text editor. It is commonly used for global illumination experiments. This model was flipped inside-out at some point in history and appears backwards in some papers relative to the original, with the EXIT signs reading as if in a mirror. Additional resources: Original in RADIANCE format by Anat Grynberg and Greg Ward Model in MGF format, converted by Greg Ward Rendering and actual photograph comparison Unity 3D – France | Communauté française du logiciel Unity 3D | La semaine Unity : Semaine 11 Comme vous avez du l’apprendre, Unity 3D aura un export au format swf de prévu et compatible avec la future version de Flash Molehill. Molehill est une API intégrée à Flash permettant de gérer enfin la 3D. En savoir plus → Vos jeux sur le Mac App Store Pour tous ceux qui désirent exporter leur jeu sur le Mac App Store, le site Blurst décrit la procédure complète d’intégration à la plateforme. En savoir plus → Optimisation des Drawcalls Dans Unity3D, un des principaux problèmes est de réduire le nombre de drawcalls. En savoir plus → Utilitaires et news diverses Flash G. du forum officiel vient de sortir un add-on pour Unity (Nice alpha Utility) permettant d’améliorer les transparences lors de l’import d’images en PNG. En savoir plus → La semaine Unity : Semaine 6 En savoir plus → Distance Tool Distance Tool est un script pour l’éditeur d’Unity permettant d’ajouter des fonctions de distances entre des repères d’objets 3D, de distance entre des pixel de textures etc..

3D "Note to self: Pasty-skinned programmers ought not stand in the Mojave desert for multiple hours." - John Carmack Framework 3(Last updated: June 26, 2012)Framework 2(Last updated: October 8, 2006)Framework(Last updated: October 8, 2006)Libraries(Last updated: September 16, 2004)Really old framework (Last updated: September 16, 2004) Geometric Post-process Anti-Aliasing (GPAA)Saturday, March 12, 2011 | Permalink Recently a number of techniques have been introduced for doing antialiasing as a post-processing step, such as MLAA and just recently SRAA. The technique is relatively simple. The wide line is the geometric edge. Unlike many other antialiasing techniques, this technique really shines for near horizontal or near vertical lines. The main advantage of this technique is performance and quality. The main disadvantage of this technique is that you need to have geometric information available. In any case, there's a lot of potential and I'll surely be playing more with this.

Your beautiful eyes on Photography Served Behance Served Sites Served is a collection of sites that showcase category specific content from Behance, the world's leading platform for creative professionals across all industries. View All Served Sites → photography Served Join Behance Hire a Designer Behance Project Shuffle Showcase & Discover Creative Work Sign up for free View Next Project → Shuffle <img class="featured-ribbon-2x featured-ribbon featured-ribbon-net" src=" title="Photography Served"></img> Project Featured On: Photography Served — 6/6/10 Your beautiful eyes Info Statistics Created: 2/20/10 Last Edited: 7/26/15 Description Extreme close of eyes, with all their relief. Project Info Owners Suren Manvelyan Tags Copyright Info Attribution Non-commercialNo Derivatives Read More Share inShare Short link: by Yerevan, Armenia Follow on Bēhance Eye with coloboma.Visit my facebook page to find more photos: Save Project

Light Measurement Laboratory In attempting to simulate the reflection and transport processes of light propagation, it is first necessary to measure and compare the material light reflection models (BRDF's) as well as measure the goniometric diagrams and spectral distribution of the illumination sources. For this reason, we have established a sophisticated light measurement laboratory with NSF and industry support. Equipment in the Light Measurement Laboratory (circa 1995) This laboratory includes: Difficulties for the measurement experiments are numerous and basically fall into three categories: Information on the calibration and precision of measurement equipment is scarce. Measurements and Comparisons We use the calibrated CCD camera to capture a twelve-bit image of a physical scene to then directly compare with a simulated rendering of the same scene, using identical geometry, material properties, light source chacteristics, and camera location. Publications Support

Shape Benchmark 3D Models The benchmark contains a database of 3D polygonal models collected from the World Wide Web. For each 3D model, there is an Object File Format (.off) file with the polygonal geometry of the model, a model information file (e.g., the URL from where it came), and a JPEG image file with a thumbnail view of the model. Version 1 of the benchmark contains 1,814 models. Training and Test Databases The benchmark set of models has been split into a training database and a test database. Classifications In order to enable evaluation of retrieval and classification algorithms, the benchmark includes a simple mechanism to specify partitions of the 3D models into classes. We expect that many possible classifications are possible for a given database of 3D models. Software We provide free source code to help you parse and work with the benchmark files. Downloads Smaller subsets of the full model database, each less than 40MB Citation In citing the Princeton Shape Benchmark, please refer to: Feedback Home Mesh Set [Brown Games Home] The Brown Mesh Set is a library of 3D models downloaded from the internet. It is useful for testing the robustness of graphics algorithms and making generalizations about the models used in practice. The models are raw meshes with no animation or texture data that are stored in an easy-to-use indexed face set format (IFS). The models include those traditionally used in SIGGRAPH papers, Quake MD2 models, geometric primitives, military vehicles, toys, and every-day objects. @article{McGuire04, author = "Morgan McGuire", title = "Observations on Silhouette Sizes", journal = "journal of graphics, gpu, and game tools", volume = "9", number = "1", pages = "1-12", year = "2004", } For more models, see the Princeton Shape Benchmark, a repository of 3D models and software tools for evaluating shape-based retrieval and analysis algorithms.

Oregon BRDF Library The Oregon BRDF Library (OBL) is a compilation of a wide range of BRDF functions constructed over the previous 30 years in the fields of physics and computer graphics. OBL offers a uniform, object oriented interface in C++ to this collection of BRDF functions, and is flexible enough to incorporate future BRDF models. The BRDFs included in OBL are: Lambertian Diffuse Model Minnaert Limb Darkening Model Blinn Cloud & Dusty Surface Model Cook-Torrance Specular Microfacet BRDF Oren-Nayar Diffuse Microfacet BRDF He-Torrance Comprehensive Analytic Model Ward Anisotropic Model Lafortune Generalized Cosine Lobe Model Beard-Maxwell Bidirectional Reflectance Model Phong Model Poulin-Fournier Anisotropic Model Arithmetic BRDF iBRDF