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Viewing: Blog Posts Tagged with: Real-time rendering, Most Recent at Top [Help]
Results 1 - 6 of 6
1. The Animated Short ‘Sonder’ Chose An Unconventional Rendering Solution: Unity

Former Pixar artist Neth Nom explains why he used the game engine Unity to render his new short film.

The post The Animated Short ‘Sonder’ Chose An Unconventional Rendering Solution: Unity appeared first on Cartoon Brew.

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2. Unity Has Released Rigged Characters and Environment Art Assets from ‘Adam’

Assets, effects, and environments from the real-time rendered "Adam" demo short from Unity can now be downloaded for personal use.

The post Unity Has Released Rigged Characters and Environment Art Assets from ‘Adam’ appeared first on Cartoon Brew.

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3. SIGGRAPH 2016: An Animation and VFX Preview

SIGGRAPH can be overwhelming, so here’s an animation and VFX-focused look at what not to miss in Anaheim.

The post SIGGRAPH 2016: An Animation and VFX Preview appeared first on Cartoon Brew.

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4. Oculus TD Max Planck: “We Want to Inspire the Virtual Reality ‘Citizen Kane’”

Challenges and lessons learned from interactive animation storytelling.

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5. Unreal Encourages Filmmakers To Use Its Game Engine

Unreal's game development toolset is now free for filmmakers and artists.

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6. Activision Unveils Impressive Real-Time Rendering for Animated Characters

Video gameplay is about to get a lot more realistic. Game producer Activision unveiled this new demo yesterday at the Game Developers Conference. Uncanny or not, the progresss in computer animation has been remarkable. Real-time rendering techniques today look far more impressive than any rendering from a decade ago:

This animated character is being rendered in real-time on current video card hardware, using standard bone animation. The rendering techniques, as well as the animation pipeline are being presented at GDC 2013, “Next Generation Character Rendering” on March 27. The original high resolution data was acquired from Light Stage Facial Scanning and Performance Capture by USC Institute for Creative Technologies, then converted to a 70 bones rig, while preserving the high frequency detail in diffuse, normal and displacement composite maps. It is being rendered in a DirectX11 environment, using advanced techniques to faithfully represent the character’s skin and eyes.

More details on Jorge Jimenez’s blog.

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