Season 2 of New Soju
Season 2 of New Soju, produced by Studio K110 and Praxis Studios, is finally on air!Congratulations to everyone involved in… 더 보기 »Season 2 of New Soju
Season 2 of New Soju, produced by Studio K110 and Praxis Studios, is finally on air!Congratulations to everyone involved in… 더 보기 »Season 2 of New Soju
2023년 한국에 돌아와서 처음 컨설팅 일을 하면서 마무리 한 프로젝트 입니다. 1천만뷰를 기록한 시즌 1에 비해서 Vray Toon 렌더링을 1개월… 더 보기 »현대 모비스 DOA 시즌 2 작업.
Compared results between ACES and Gran-turismo Tone-map applied inside UE5.1.1 This integrated method not used before tonemap or replace tonemap… 더 보기 »Gran-Turismo Tonemapper Integrated and Compared look.
I joined the game division Nuverse in 2021.Now I am involved in the development of two multiplatform games.Both projects are… 더 보기 »[2022]BYTEDANCE EXPERIENCE
purpose of implementations. Light Probe data具有在lightAsset中以二进制形式存储的特性。此外,将根据最后一个场景中的信息Replace所有合并的场景的Light Probe信息。解决这一问题的基本方法是TextAsset里单独存储,每个Chunk分别进行管理。此外,还可以实现编辑器扩展,以允许美术团队修改SH细节值。 Light Probe data has the property of being stored as binary in lightAsset.It… 더 보기 »Light-Probe Data manager implementation [2017]
This is an introduction to the projects I participated in while working for Netease.
It includes an introductory video for each project and an explanation of my job position.
处理角色渲染时,通常会听到许多有关SSS效果的信息。
通常,移动游戏开发环境不常使用Normal Blur Sub-Surface技术的原因是,因为Normal纹理的Mip-Map需要使用DDX、DDY或Gaussian Blur进行实时Blur处理。
现在,内容将介绍预处理实时处理部分的想法步骤。
Sync camera for game view with scene view and hot to setting up for. demonstration for use to Free camera… 더 보기 »Look dev material preview project initializing demonstration for unity.
When I set up the lighting, I think I want to control the reflection expression of golden armor or metallic independently of the ambient light. By modifying the Specular IBL and Custom Specular IBL created from SkyIBL in the shader, you can understand how the material expression can be further enhanced.
*Cat god race Eight cats that survived the first disaster gain mysterious powers to become eight heroes, and descendants prospered… 더 보기 »Synopsis of Helinesia
It is fully optimized for mobile game rendering.The PBR lighting model was not used for.Using the BlinnPhong Approximation based on… 더 보기 »More Realistic eyeball approach for Mobile visualization.
整个世界的空间为32 Km X 32 Km
真实地形世界空间为16Km x 16Km
运行时包括Light Probe SH数据流时完全流式处理(内部开发)。
远近阴影处理。
-VariableShadow,Distance ShadowMap(将视差阴影缓存视为纹理数组)
-阴影卷代理网格系统。
Purpose of implementations.
One draw call rendering by one mesh.
Supporting customization of eyeball pupil.
Simple refraction FX.
Energy conserved specular blinn-phong implementation record Elements of Implementations Energy conserved diffuse with specular. Physically based Fresnel. Environments Reflectance. Ambient… 더 보기 »Energy conserved specular blinn-phong.
Purpose of implementation. I was used screen space light texture technique (matcap or light-cap) since from 2006 in years.And then… 더 보기 »DUAL PARABOLIC MAT-CAP
씨네마틱 팀의 개발 요구가 있었기 때문에 간단히 구현 한 Editor mode Lookat Camera. 편집기 에서 이벤트 콜백이 업데이트 되야 하기… 더 보기 »Editor mode Lookat Camera
Design philosophy.
1. We do not design an interface that goes beyond the framework of the existing Unity3D ShaderGUI.
2. One Shader is used, but the interface should be able to determine the type.
3. ROOT TYPE and SUBTYPE are provided.
1. You will have to think about the structural design a little longer.
There is a part that I often feel when I work for a company.
The quality of the character design and the completeness of the original data are also important, but the final rendering quality that the user sees at the end is also very important.
I’ve found good topic about dev experience from Original Post https://agentlien.github.io/fog/ so I was translation to Korean and Chinese version.
Thanks agentlien.
I joined ByteDance on December 1, 2021.The studio was not yet mature, but the experience of the colleagues was very… 더 보기 »Aim For The Highest in 2022