Collanews

🔒
☐ ☆ ✇ 3dvf.com - Actualité quotidienne

La 3D temps réel en série : un délice pour MIAM!

Par : Shadows — 15 janvier 2021 à 15:56

Le podcast Animashow est de retour, avec une interview de MIAM! Animation.

Hanna Mouchez et François Narboux, qui ont fondé la structure en 2016 et la dirigent, ont déjà pu travailler sur de nombreux projets, que ce soit en production ou distribution : Yetili, Petit Malabar, Selfish, Non-Non, Les Dangers, Culottées

Edmond et Lucy, projet preschool réalisé par François Narboux, mérite le détour : cette co-production avec Artefacts Studio (spécialisé dans le jeu vidéo) s’appuie sur Unity et est donc conçue en 3D temps réel. Le pilote est visible plus bas.

L’article La 3D temps réel en série : un délice pour MIAM! est apparu en premier sur 3DVF.

☐ ☆ ✇ Keijiro's Dev Log

Waifu2x implementation with Unity Barracuda (left: bilinear,...

— 10 janvier 2021 à 16:20


Waifu2x implementation with Unity Barracuda (left: bilinear, right: waifu2x). It gives impressive results in most cases. https://github.com/keijiro/Waifu2xBarracuda

☐ ☆ ✇ Keijiro's Dev Log

Waifu2x implementation with Unity Barracuda. It also works well...

— 10 janvier 2021 à 13:59


Waifu2x implementation with Unity Barracuda. It also works well with monochrome images (left: bilinear, right: waifu2x) https://github.com/keijiro/Waifu2xBarracuda

☐ ☆ ✇ Keijiro's Dev Log

Trying the Waifu2x super-resolution scaler with Unity Barracuda....

— 10 janvier 2021 à 07:26


Trying the Waifu2x super-resolution scaler with Unity Barracuda. Left: Bilinear filter. Right: Waifu2x https://github.com/keijiro/Waifu2xBarracuda

☐ ☆ ✇ Keijiro's Dev Log

BodyPix also does pose estimation....

— 4 janvier 2021 à 15:32


BodyPix also does pose estimation. https://github.com/keijiro/NNCam

☐ ☆ ✇ Keijiro's Dev Log

BodyPix also does pose estimation....

— 4 janvier 2021 à 15:32


BodyPix also does pose estimation. https://github.com/keijiro/NNCam

☐ ☆ ✇ Keijiro's Dev Log

Swirling feedback effect + BodyPix person segmentation on Unity...

— 1 janvier 2021 à 09:18




Swirling feedback effect + BodyPix person segmentation on Unity Barracuda https://github.com/keijiro/NNCam

☐ ☆ ✇ Keijiro's Dev Log

Swirling feedback effect + BodyPix person segmentation on Unity...

— 1 janvier 2021 à 09:18


Swirling feedback effect + BodyPix person segmentation on Unity Barracuda https://github.com/keijiro/NNCam

☐ ☆ ✇ Keijiro's Dev Log

Swirling feedback effect + BodyPix person segmentation on Unity...

— 31 décembre 2020 à 14:59








Swirling feedback effect + BodyPix person segmentation on Unity Barracuda https://github.com/keijiro/NNCam

☐ ☆ ✇ Keijiro's Dev Log

Swirling feedback effect + BodyPix person segmentation on Unity...

— 31 décembre 2020 à 14:52


Swirling feedback effect + BodyPix person segmentation on Unity Barracuda https://github.com/keijiro/NNCam

☐ ☆ ✇ Keijiro's Dev Log

Now making weird things with BodyPix (on Unity...

— 31 décembre 2020 à 11:43




Now making weird things with BodyPix (on Unity Barracuda) https://github.com/keijiro/NNCam

☐ ☆ ✇ Keijiro's Dev Log

Now making weird things with BodyPix (on Unity...

— 31 décembre 2020 à 11:42


Now making weird things with BodyPix (on Unity Barracuda) https://github.com/keijiro/NNCam

☐ ☆ ✇ Keijiro's Dev Log

I added faster MobileNetV1 models to NNCam (virtual background...

— 30 décembre 2020 à 10:45




I added faster MobileNetV1 models to NNCam (virtual background with BodyPix on Unity Barracuda). Now it runs at 60fps on my RTX2060. I also fixed the pre/post-processing code to improve image quality. https://github.com/keijiro/NNCam

☐ ☆ ✇ Keijiro's Dev Log

I added faster MobileNetV1 models to NNCam (virtual background...

— 30 décembre 2020 à 10:39


I added faster MobileNetV1 models to NNCam (virtual background with BodyPix on Unity Barracuda). Now it runs at 60fps on my RTX2060. I also fixed the pre/post-processing code to improve image quality. https://github.com/keijiro/NNCam

☐ ☆ ✇ Keijiro's Dev Log

Implemented a virtual background filter with the Unity Barracuda...

— 29 décembre 2020 à 13:42




Implemented a virtual background filter with the Unity Barracuda inference engine. I converted the BodyPix person segmentation model to ONNX and run it on Barracuda. It still needs tweaks and optimizations, but I think the proof-of-concept worked well. https://github.com/keijiro/NNCam

☐ ☆ ✇ Keijiro's Dev Log

Implemented a virtual background filter with the Unity Barracuda...

— 29 décembre 2020 à 13:25


Implemented a virtual background filter with the Unity Barracuda inference engine. I converted the BodyPix person segmentation model to ONNX and run it on Barracuda. It still needs tweaks and optimizations, but I think the proof-of-concept worked well. https://github.com/keijiro/NNCam

☐ ☆ ✇ Keijiro's Dev Log

Converted the BodyPix person segmentation model (based on...

— 28 décembre 2020 à 16:27


Converted the BodyPix person segmentation model (based on ResNet50) to ONNX and run it with Unity Barracuda. This is the first step to implement a virtual background feature. https://github.com/keijiro/NNCam

☐ ☆ ✇ Keijiro's Dev Log

Converted the BodyPix person segmentation model (based on...

— 28 décembre 2020 à 16:26


Converted the BodyPix person segmentation model (based on ResNet50) to ONNX and run it with Unity Barracuda. This is the first step to implement a virtual background feature. https://github.com/keijiro/NNCam

☐ ☆ ✇ Keijiro's Dev Log

Started trying the Unity Barracuda NN inference library. For a...

— 28 décembre 2020 à 07:41


Started trying the Unity Barracuda NN inference library. For a starter, I created a fork of SynMcJ’s TFClassify project and modified it to run Tiny-YOLO without CPU-side overhead. Now it runs fast and smoothly. https://github.com/keijiro/TFClassify-Unity-Barracuda

☐ ☆ ✇ Keijiro's Dev Log

Started trying the Unity Barracuda NN inference library. For a...

— 28 décembre 2020 à 07:41


Started trying the Unity Barracuda NN inference library. For a starter, I created a fork of SynMcJ’s TFClassify project and modified it to run Tiny-YOLO without CPU-side overhead. Now it runs fast and smoothly. https://github.com/keijiro/TFClassify-Unity-Barracuda

☐ ☆ ✇ Keijiro's Dev Log

Playing around with the realtime slit-scan...

— 27 décembre 2020 à 04:58




Playing around with the realtime slit-scan camera. https://github.com/keijiro/SlitScanCam

☐ ☆ ✇ Keijiro's Dev Log

Playing around with the realtime slit-scan...

— 27 décembre 2020 à 04:55


Playing around with the realtime slit-scan camera. https://github.com/keijiro/SlitScanCam

☐ ☆ ✇ Keijiro's Dev Log

Slit-scan effect camera test...

— 26 décembre 2020 à 14:54


Slit-scan effect camera test https://github.com/keijiro/SlitScanCam

☐ ☆ ✇ Keijiro's Dev Log

Slit-scan effect camera test...

— 26 décembre 2020 à 14:53


Slit-scan effect camera test https://github.com/keijiro/SlitScanCam

☐ ☆ ✇ Keijiro's Dev Log

A particle system with perceptually uniform...

— 25 décembre 2020 à 14:22


A particle system with perceptually uniform colormaps https://github.com/keijiro/Pugrad

☐ ☆ ✇ Keijiro's Dev Log

Trying the colormaps with the particle system. Left: HSV. Right:...

— 25 décembre 2020 à 11:23


Trying the colormaps with the particle system. Left: HSV. Right: HSLuv. https://github.com/keijiro/Pugrad

☐ ☆ ✇ Keijiro's Dev Log

I implemented a small Unity package that generates commonly-used...

— 25 décembre 2020 à 09:24


I implemented a small Unity package that generates commonly-used perceptually uniform colormap textures. https://github.com/keijiro/Pugrad

☐ ☆ ✇ Keijiro's Dev Log

I tried optimizing the HSLuv to sRGB conversion function using...

— 24 décembre 2020 à 10:21


I tried optimizing the HSLuv to sRGB conversion function using the Burst direct call feature. Original: 220,000 ticks. Optimized: 800 ticks. Quite impressive. https://github.com/keijiro/HSLuvGradient/blob/main/Assets/Editor/HsluvGradient.cs#L36

☐ ☆ ✇ Keijiro's Dev Log

HSLuv gradient texture generator...

— 23 décembre 2020 à 16:22


HSLuv gradient texture generator https://github.com/keijiro/HSLuvGradient

❌