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Retopology (manual and automated)

Retopology is the process of converting high-resolution models into something much smaller that can be used for animation. It can be a difficult process, but the basic idea is to create another mesh that simplifies the original HD asset.
source: https://conceptartempire.com/retopology/

Manual

This process is usually done manually with tools like Retopoflow, a superb addon for blender. The source code is available on github.
The result is perfect if you are ready to spend several hours to redraw all the geometry.

wip in blender

Even if the retoplogy was not as good as the one below, it is was good enough for game engine.

Stylized Topology – Universal Mesh, by Rafael Juarez Jr

Automated

This process is time consuming and must be done once the mesh is finalised. This does not fit fast prototyping requirements.
To test high density meshes (scans for instance) in a game engine for instance, it’s far too slow to redraw the surface of each object.
Instant Meshes is a life savior in this scenario: even if the simplified mesh is not as good as a manual one, the time improvement is enormous. In 10 to 15 minutes, the software will generate a relatively good mesh.

3d scan to quad, minimal edition

Instant meshes uses a smooth algorithm that optimises edge alignments, represented in the UI as strokes running along the mesh.

edge flow on a HD rock mesh

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tuning game

MMO network library candidate for #TuningGame RakNet

MMO network library candidate for : RakNet

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Tutorial for shadow mapping http www paulsprojects net…

Tutorial for shadow mapping: http://www.paulsprojects.net/tutorials/smt/smt.html

Resources about shadow techniques:

  • generalities: http://www.peroxide.dk/papers/realtimesoftshadows.pdf
  • generalities: Algorithms for Real-Time Rendering of Soft Shadows – http://www.csse.canterbury.ac.nz/research/reports/HonsReps/2007/hons_0705.pdf
  • listing: http://www.nvidia.com/object/doc_shadows.html
  • cascade shadow map: http://developer.download.nvidia.com/SDK/10.5/opengl/src/cascaded_shadow_maps/doc/cascaded_shadow_maps.pdf
  • volume lights: http://developer.download.nvidia.com/SDK/10.5/direct3d/Source/VolumeLight/doc/VolumeLight.pdf
  • percentage closer soft shadows:
    • http://developer.download.nvidia.com/SDK/10.5/direct3d/Source/PercentageCloserSoftShadows/doc/PercentageCloserSoftShadows.pdf
    • http://developer.download.nvidia.com/shaderlibrary/docs/shadow_PCSS.pdf
  • variance shadow mapping: http://developer.download.nvidia.com/SDK/10.5/direct3d/Source/VarianceShadowMapping/Doc/VarianceShadowMapping.pdf
  • Opacity Shadow Maps in Crystal Space, tagged PSSM: https://volumetricshadows.wordpress.com/tag/pssm/
  • stencil vs pssm: http://www.conitec.net/beta/shadows_c.htm