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.
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 with monochrome images (left: bilinear, right: waifu2x) https://github.com/keijiro/Waifu2xBarracuda
Trying the Waifu2x super-resolution scaler with Unity Barracuda. Left: Bilinear filter. Right: Waifu2x https://github.com/keijiro/Waifu2xBarracuda
BodyPix also does pose estimation. https://github.com/keijiro/NNCam
BodyPix also does pose estimation. https://github.com/keijiro/NNCam
Swirling feedback effect + BodyPix person segmentation on Unity Barracuda https://github.com/keijiro/NNCam
Swirling feedback effect + BodyPix person segmentation on Unity Barracuda https://github.com/keijiro/NNCam
Swirling feedback effect + BodyPix person segmentation on Unity Barracuda https://github.com/keijiro/NNCam
Swirling feedback effect + BodyPix person segmentation on Unity Barracuda https://github.com/keijiro/NNCam
Now making weird things with BodyPix (on Unity Barracuda) https://github.com/keijiro/NNCam
Now making weird things with BodyPix (on Unity Barracuda) https://github.com/keijiro/NNCam
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 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 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 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 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 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 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 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
Playing around with the realtime slit-scan camera. https://github.com/keijiro/SlitScanCam
Playing around with the realtime slit-scan camera. https://github.com/keijiro/SlitScanCam
A particle system with perceptually uniform colormaps https://github.com/keijiro/Pugrad
Trying the colormaps with the particle system. Left: HSV. Right: HSLuv. https://github.com/keijiro/Pugrad
I implemented a small Unity package that generates commonly-used perceptually uniform colormap textures. https://github.com/keijiro/Pugrad
Added some of Matplotlib colormaps. They’re also optimized with Burst. https://github.com/keijiro/HSLuvGradient/blob/main/Assets/Editor/MatplotlibColormaps.cs
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
HSLuv gradient texture generator https://github.com/keijiro/HSLuvGradient