janbubenik.blogspot.com
April 2010 | jan bubenik | diploma project
http://janbubenik.blogspot.com/2010_04_01_archive.html
Jan bubenik diploma project. Realtime character in unity. Tuesday, April 27, 2010. Finally my diploma thesis is handed in, but no time to relax. At the moment I am preparing a presentation for the FMX in Stuttgart next week. The final application of my diploma project will be presented and I will talk about the methodes used for realtime charactervisualization with focus on skin and hairshading, clothsimulation and dynamic realtimeanimation. Have a look at the FMX program. Links to this post.
janbubenik.blogspot.com
Application Download & Video | jan bubenik | diploma project
http://janbubenik.blogspot.com/2010/05/application-download-video.html
Jan bubenik diploma project. Realtime character in unity. Application Download and Video. Friday, May 21, 2010. Finally I was able to upload the application, so you all can have a look at it. You can download the standalone application* here for PC. About 20MB). Not that a graphics card with supporting ShaderModel 3.0 or greater with 256MB VRAM is required. If you experience any problems running the demo, please feel free to write an email, comment or something! Jürgen K. said. May 24, 2010 at 9:30 AM.
janbubenik.blogspot.com
August 2009 | jan bubenik | diploma project
http://janbubenik.blogspot.com/2009_08_01_archive.html
Jan bubenik diploma project. Realtime character in unity. Skin shading - texture space diffusion - part 1. Tuesday, August 25, 2009. I tried to improve the build-in shaders, to see if it would be enough for a decent skin shading. Often the specularity of virtual skin does not look right, so I decided to take care of that first. The standard shaders had only one fixed value for shininess per material and the specular intensity was not angular-dependent. So I extended the Bumped Specular. Links to this post.
janbubenik.blogspot.com
3D Scan & Skin Shading | jan bubenik | diploma project
http://janbubenik.blogspot.com/2010/10/3d-scan-skin-shading.html
Jan bubenik diploma project. Realtime character in unity. 3D Scan and Skin Shading. Friday, October 15, 2010. A new demo is available showing my skin shader. This time with an incredibly detailed 3D scan by Lee Perry-Smith. Make sure to check out his really impressive gallery of 3D scans! Skin and Scan Webplayer Demo. 30MB, requires Unity browser plug-in). You can get this model and textures at his website for free:. Http:/ www.ir-ltd.net/blog. October 16, 2010 at 5:55 PM. 3D Scan and Skin Shading.
janbubenik.blogspot.com
Writing the theoretical part | jan bubenik | diploma project
http://janbubenik.blogspot.com/2010/01/writing-theoretical-part.html
Jan bubenik diploma project. Realtime character in unity. Writing the theoretical part. Tuesday, January 12, 2010. First update since October and one more blog to become deserted? I am writing the theoretical part of my diploma thesis now, so there is not much to show here. I switched to floating point rendering in Unity, which gives some nice results. but I had no time to tweak the shaders and settings. In about a month I will start working again on the project itself. Subscribe to: Post Comments (Atom).
janbubenik.blogspot.com
May 2010 | jan bubenik | diploma project
http://janbubenik.blogspot.com/2010_05_01_archive.html
Jan bubenik diploma project. Realtime character in unity. Application Download and Video. Friday, May 21, 2010. Finally I was able to upload the application, so you all can have a look at it. You can download the standalone application* here for PC. About 20MB). Not that a graphics card with supporting ShaderModel 3.0 or greater with 256MB VRAM is required. If you experience any problems running the demo, please feel free to write an email, comment or something! Links to this post.
janbubenik.blogspot.com
Alpha blending for realtime hair | jan bubenik | diploma project
http://janbubenik.blogspot.com/2009/10/alpha-blending-for-realtime-hair.html
Jan bubenik diploma project. Realtime character in unity. Alpha blending for realtime hair. Saturday, October 17, 2009. With my project progressing, I finally have to take care about the hair. All the rendering is based on polygons. But polygon edges are hard lines and hair is highly detailed and irregular. To get nice borders, some kind of transparency is needed. And here I ran into a problem, which I realized is well known, but has no real solution. State, i.e. if the ZBuffer will be overwritte...State...
janbubenik.blogspot.com
October 2009 | jan bubenik | diploma project
http://janbubenik.blogspot.com/2009_10_01_archive.html
Jan bubenik diploma project. Realtime character in unity. Video update and comments. Friday, October 23, 2009. Finally the comments work. At least they should. And I'd really like to hear your opinion about all this stuff. So. leave a comment! I also added a poll on the right side. :). And a small update on the project. Here's a preview of the hair shader with a nice anisotropic specular:. Links to this post. Dynamic normalmaps for faces. Monday, October 19, 2009. Update: included a short demo video].
janbubenik.blogspot.com
Dynamic normalmaps for faces | jan bubenik | diploma project
http://janbubenik.blogspot.com/2009/10/dynamic-normalmaps-for-faces.html
Jan bubenik diploma project. Realtime character in unity. Dynamic normalmaps for faces. Monday, October 19, 2009. Update: included a short demo video]. Normal maps are standard. It's a great and simple technique to simulate three-dimensional surface structure and details on low polygon object. When trying to divide the wrinkles and creases in a human face into groups, which can be change more or less independently, we end up with something like this:. Knowing this we can simply create on normal map which...