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Aujourd’hui — 15 janvier 2021Vos flux RSS

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

Par : Shadows

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.

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



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

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



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

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



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

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





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

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



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

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





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

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



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

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



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

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



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

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



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

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



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

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



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

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



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

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