Cartoon Rendering References

teamfortress2.PNG
Stylization with a Purpose: The Illustrative World of TEAM FORTRESS 2 – GDC 2008
https://www.gdcvault.com/play/279/Stylization-with-a-Purpose-The

GDC2008_StylizationWithAPurpose_TF2.pdf에 액세스하려면 클릭하세요.

GuiltyGearXrd.PNG
Guilty Gear xrd – GDC 2015

Motomura_Junya_GuiltyGearXrd.pdf에 액세스하려면 클릭하세요.

StreetFighterV.PNG
Art Direction of Street Fighter V – GDC 2017
https://www.gdcvault.com/play/1024506/Art-Direction-of-Street-Fighter

Kamei_Art%20Direction%20Street%20Fighter.pdf에 액세스하려면 클릭하세요.

KR Ver. – Unreal Summit Korea 2018

2016_08.pdf에 액세스하려면 클릭하세요.

honkai3.PNG
From mobile to high-end PC: Achieving high quality anime style rendering on Unity – Unite Seoul 2018
Jack He / miHoYo Technology Co., LTD / Technical Director

T1_0503_2.pdf에 액세스하려면 클릭하세요.

unitychan.jpg
Unity トゥーンシェーディングを使った3Dアニメ表現
https://qiita.com/MuRo_CG/items/c417ef6d6cbeed3dd42b
https://github.com/unity3d-jp/unitychan-crs

Unity SRP + Upgrading + Extension Developers.

https://forum.unity.com/threads/feedback-wanted-scriptable-render-pipelines.470095/page-8
By Tim-C, Unity Technologies

SRP +Upgrading + Extension Developers.

SRP is a big step away from how things have traditionally been done with Graphics in Unity. Instead of thinking of Unity as an engine with one renderer it is now a platform that (custom) renderers can be plugged into.

This open Unity up in a number of ways:

  • Game specific stylized rendering
  • Experimental rendering algorithms
  • Optimized rendering for a specific game.

When undertaking this new approach we made some core, low level decisions on how we want the new system to work, a number of these decisions are divergent from existing unity. I want to take some time to explain these differences and why we made the decision to make these changes.

계속 읽기 “Unity SRP + Upgrading + Extension Developers.”

Unity Graphics.Tier on Devices

https://forum.unity.com/threads/tiers-in-graphicsettings.485408/

By aleksandrk, Unity Technologies
Tier 1:
Android – all devices that have support for OpenGL ES 2 only
iOS – all devices before iPhone 5S (not including 5S, but including 5C), iPods up to and including 5th generation, iPads up to 4th generation, iPad mini first generation
Desktops: DirectX 9, HoloLens

Tier 2:
Android – all devices with OpenGL ES 3 support
iOS – all devices starting from iPhone 5S, iPad Air, iPad mini 2nd generation, iPod 6th generation
AppleTV
Vulkan on Android

Tier 3:
Desktops: OpenGL, Metal, DirectX 11+
Vulkan for desktops

Shader Assembly Instructions

Vertex
vertex

Fragment
fragment
ATI R300(Sep 2002) R400(May 2004) R500(Oct 2005)

PS. Why does Power function have 3 instructions?

pow(a, b) = exp(log(a) * b)
exp(a) = exp2(a/log(2))
log(a) = log(2) * log2(a)
pow(a,b) = exp2(log(2)/log(2) * log2(a) * b) = exp2(log2(a)*b)

References:

ATI_OpenGL_Programming_and_Optimization_Guide.pdf에 액세스하려면 클릭하세요.

https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_vertex_program.txt
https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_fragment_program.txt
https://seblagarde.wordpress.com/2012/06/03/spherical-gaussien-approximation-for-blinn-phong-phong-and-fresnel/

Pre-integrated Skin BRDF Texture in Colorspace

It is the article of pre-integrated skin BRDF texture.

This BRDF Texture is made in linear colorspace.
DiffuseScatteringOnRing.png

This Texture is made in gamma colorspace
(It process gamma correct after texture generation).
DiffuseScatteringOnRing_Gamma1024

linear colorspace texture(left) uncheck sRGB. It is linear texture.
gamma colorspace texture(right) check sRGB.
inspector

And I draw texture. (Unity rendering setting set linear colorspace)
It looks similar. but,Compare

Left zoom in. It has color banding.compare2

So, If you wanna high quality skin rendering, use gamma space BRDF texture.
>>> download: 1024×1024 Size Skin BRDF Texture on Gamma Colorspace

 

Reference

SIGGRAPH 2011- Pre-Integrated Skin Shading
http://advances.realtimerendering.com/s2011/Penner%20-%20Pre-Integrated%20Skin%20Rendering%20(Siggraph%202011%20Advances%20in%20Real-Time%20Rendering%20Course).pptx