How to Get Motion Capture and Cleanup Right
Enregistrer des mouvements réels et les transférer sur un personnage riggé, puis corriger les artefacts introduits par la capture. Points clés Types de capture : optique...
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Enregistrer des mouvements réels et les transférer sur un personnage riggé, puis corriger les artefacts introduits par la capture. Points clés Types de capture : optique...
Reducing the cost of a scene — draw calls, memory, geometry and texture — so it runs at frame rate on the target hardware. Key takeaways Draw calls: often the b...
Moving assets between applications without losing geometry, materials, rigs or scene structure. Key takeaways Delivery format for the web: glTF and GLB Film and...
Using physics solvers for cloth, hair, fluid, smoke and rigid bodies rather than animating those things by hand. Key takeaways Common systems: cloth, hair, rigi...
Developing and approving the materials and lighting for an asset in isolation, before it goes into production shots. Key takeaways Turntable: a rotating render...
Distributing rendering across many machines and managing the job queue, dependencies and outputs. Key takeaways Job distribution: frames or tiles distributed ac...
Using 3D models on product pages, in search results and in augmented reality, alongside or instead of photography. Key takeaways Platform support: major commerc...
Choosing focal length, position and framing in a virtual scene, where none of the physical constraints of a real camera apply. Key takeaways Focal length: deter...
Building geometry from rules and parameters rather than by hand, so variation and revision are a matter of changing inputs. Key takeaways Approach: node graphs...
Assembling rendered passes into a final image, adjusting each element without returning to the renderer. Key takeaways Common passes: diffuse, specular, shadow,...
Organizing models, materials and environments so they can be found and reused across projects. Key takeaways Metadata: what makes a library searchable Versionin...
The successor graphics API to WebGL, giving browsers lower-level access to the GPU and support for compute work. Key takeaways Standard body: W3C, with implemen...
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