![]() ![]() This method achieved smooth visuals with analytic anti-aliasing with compute-sorted order independent transparency for hair strands, and improved advanced physically-based hair lighting models for film-quality hair strand rendering. This builds on the hair simulation used for the incredible Digital Human showcase, Enemies, and expands the method to handle several orders of magnitude more hair strands efficiently on GPU.įor hair and fur rendering, the graphics developers at Unity designed a set of improvements to a GPU tile-based software rasterization algorithm in HDRP, with significant optimization to render several million unique hair strands. One set of improvements includes a new GPU-driven clustered hair simulation that enables millions of hair strands to react dynamically in real-time, part of the new Hair System released on Unity’s GitHub. In order to achieve this, a significant set of performance and visual-fidelity improvements were made to HDRP. The team had to tackle the challenge of simulating and rendering several million hairs on high-fidelity grooms. We used Global Illumination (GI), which was achieved by leveraging Adaptive Probe Volumes (APV) to light the arid desert and vegetation surrounding the lions. ![]() The project began with Unity’s High Definition Render Pipeline (HDRP). To accomplish realistic and believable creature and scene rendering that runs in real-time on PlayStation 5®, Xbox Series X|S®, and PC, a number of key technology innovations were developed. So, part of the goal behind creating this demo was to help validate our Unity Art Tools in a production setting, solving real production needs that artists face on a regular basis and making our tools and workflows better and more robust throughout,” says Natalya Tatarchuk, Distinguished Technical Fellow and Chief Architect, VP, Professional Artistry and Graphics Innovation at Unity Technologies. “We want to ensure that our tools work together and enable creators to have great workflows for authoring characters and creatures end-to-end. Production validation of Wētā Digital’s Wig, Ziva, SpeedTree, SyncSketch, and the Unity Editor through this creative exercise allowed the team to iterate quickly and improve the workflow for end-to-end creatures and characters – creating connections from rigging to deformations to hair and fur attachment systems, rendering to shading, and more, into a coherent system.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |