Facial Rigging and Blend Shapes, Done Properly
Setting up facial expressions for 3D characters using blend shapes, also called shape keys or morph targets, and facial joints. Key takeaways Blend shapes: stor...
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381 articles
Setting up facial expressions for 3D characters using blend shapes, also called shape keys or morph targets, and facial joints. Key takeaways Blend shapes: stor...
Tracing light rays in real time with GPU hardware support, for reflections, shadows and global illumination in games and visualization. Key takeaways DirectX Ra...
Unreal Engine 5's systems for rendering highly detailed geometry and dynamic global illumination in real time. Key takeaways Nanite: Unreal's virtuali...
Filming live action in front of large LED walls that display real-time 3D environments, known as in-camera visual effects. Key takeaways In-camera VFX: backgrou...
The measurement units and up-axis conventions used by different 3D applications and formats. Key takeaways glTF: uses meters and a Y-up coordinate system Blende...
Simplified geometry used by game and physics engines to calculate collisions, separate from the detailed visible mesh. Key takeaways Primitive colliders: boxes,...
Precomputing lighting for static objects and storing it in textures, so real-time scenes look realistic without calculating light every frame. Key takeaways Lig...
Techniques that smooth jagged edges in real-time rendering, such as MSAA, FXAA and TAA. Key takeaways MSAA: samples geometry edges multiple times FXAA: a fast p...
Rendering 3D scenes in stylized looks, such as toon shading, line art or painterly styles, instead of realism. Key takeaways Freestyle: Blender's line rend...
Understanding the licenses on purchased, free and commissioned 3D models, textures and HDRIs before using them in client work. Key takeaways Creative Commons: C...
Unity's rendering options, including the Universal Render Pipeline and the High Definition Render Pipeline, each suited to different platforms. Key takeawa...
The number of instructions the CPU sends to the GPU to draw objects, and the techniques used to reduce them. Key takeaways Draw calls: each separate draw has CP...
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