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
https://steamcdn-a.akamaihd.net/apps/valve/2008/GDC2008_StylizationWithAPurpose_TF2.pdf

GuiltyGearXrd.PNG
Guilty Gear xrd – GDC 2015
http://www.ggxrd.com/Motomura_Junya_GuiltyGearXrd.pdf

StreetFighterV.PNG
Art Direction of Street Fighter V – GDC 2017
https://www.gdcvault.com/play/1024506/Art-Direction-of-Street-Fighter
http://twvideo01.ubm-us.net/o1/vault/gdc2017/Presentations/Kamei_Art%20Direction%20Street%20Fighter.pdf
KR Ver. – Unreal Summit Korea 2018
http://replay.unrealsummit.co.kr/data/summit2016/2016_08.pdf

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
http://www.uniteseoul.com/2018/download_files/T1_0503_2.pdf

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:
https://developer.amd.com/wordpress/media/2012/10/ATI_OpenGL_Programming_and_Optimization_Guide.pdf
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/