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Added keypoint accessors to the BodyPix package. Now I can use...



Added keypoint accessors to the BodyPix package. Now I can use the keypoints from C# code (previously I only used them in shaders) https://github.com/keijiro/BodyPixBarracuda

I added ResNet support to the BodyPix Barracuda package....



I added ResNet support to the BodyPix Barracuda package. I’m actually not sure if it’s better than MobileNet, but at least it seems to give stabler key points. https://github.com/keijiro/BodyPixBarracuda

I added ResNet support to the BodyPix Barracuda package....



I added ResNet support to the BodyPix Barracuda package. I’m actually not sure if it’s better than MobileNet, but at least it seems to give stabler key points. https://github.com/keijiro/BodyPixBarracuda

BodyPix effects









BodyPix effects

Unity rachète SpeedTree

Par : Shadows

Unity annonce le rachat d’IDV, éditeur connu pour sa solution SpeedTree : un outil de modélisation de végétation et de création d’environnements pour le rendu 3D, les effets visuels ou encore le jeu vidéo.

Pour l’heure, « rien ne change » pour les clients SpeedTree ou ceux du moteur de jeu Unity, explique l’annonce. En revanche, à long terme, les produits SpeedTree s’intègreront plus étroitement à l’écosystème Unity et les workflows entre ces produits seront améliorés.
La prochaine version 2021.2 de Unity entame d’ores et déjà ce processus : les assets générés via SpeedTree fonctionneront désormais sans problème avec le système de terrain et les pipelines de rendu scriptables de Unity.

Ce rachat a évidemment du sens pour Unity : face à Epic Games qui multiplies les rachats et pousse toujours plus loin ses outils d’environnements, Unity se doit de rester dans la course.
Nous suivrons évidemment les évolutions à venir du moteur de jeu Unity, ainsi que les futurs rachats que ne manquera pas d’annoncer l’éditeur.

L’article Unity rachète SpeedTree est apparu en premier sur 3DVF.

Trying out the newly introduced GraphicsBuffer operators with...



Trying out the newly introduced GraphicsBuffer operators with VFX Graph. Now I can receive data from compute shaders via GraphicsBuffer. No texture baking is needed any more. https://github.com/keijiro/VfxGraphGraphicsBufferTest

Trying out the newly introduced GraphicsBuffer operators with...



Trying out the newly introduced GraphicsBuffer operators with VFX Graph. Now I can receive data from compute shaders via GraphicsBuffer. No texture baking is needed any more. https://github.com/keijiro/VfxGraphGraphicsBufferTest

I repackaged the BodyPix implementation with Unity Barracuda. I...



I repackaged the BodyPix implementation with Unity Barracuda. I added body-part segmentation and keypoint detection. Multi-person keypoint hasn’t been supported yet, though. https://github.com/keijiro/BodyPixBarracuda

I repackaged the BodyPix implementation with Unity Barracuda. I...





I repackaged the BodyPix implementation with Unity Barracuda. I added body-part segmentation and keypoint detection. Multi-person keypoint hasn’t been supported yet, though. https://github.com/keijiro/BodyPixBarracuda

Just finished the implementation of YOLOv4-tiny on Unity...



Just finished the implementation of YOLOv4-tiny on Unity Barracuda. I haven’t done extensive testing, but it seems more accurate than YOLOv2, especially for small objects. https://github.com/keijiro/YoloV4TinyBarracuda

Just finished the implementation of YOLOv4-tiny on Unity...



Just finished the implementation of YOLOv4-tiny on Unity Barracuda. I haven’t done extensive testing, but it seems more accurate than YOLOv2, especially for small objects. https://github.com/keijiro/YoloV4TinyBarracuda

YOLOv4-tiny on Unity Barracuda. It’s still work in...



YOLOv4-tiny on Unity Barracuda. It’s still work in progress (haven’t implemented NMS yet) but seems working correctly. https://github.com/keijiro/YoloV4TinyBarracuda

YOLOv4-tiny on Unity Barracuda. It’s still work in...



YOLOv4-tiny on Unity Barracuda. It’s still work in progress (haven’t implemented NMS yet) but seems working correctly. https://github.com/keijiro/YoloV4TinyBarracuda

Checking how the import-time optimizer works in Barracuda (left:...



Checking how the import-time optimizer works in Barracuda (left: input ONNX, right: imported model)

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