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lundi 15 septembre 2014

DirectX and OpenGL high performance

Integrated are those in the basic scene setup, with many features modeling, animation, and rendering. Software that can match up to move or composite is increasing recently. In addition to those that can extend the functionality with plug-in many cases, it is possible to perform a lot of work in just one software, and Ninaeru the role of the center of the work pipeline it in conjunction with a modeler renderer motion with other software. Be used by only a single function other purposes, such as modeling in many cases. Integrated software is excellent cooperation of standard features to each other in general, but because there are many cases a standard feature of some poor intuitive and operability Dattari low function or older compared to other software, script making a working pipeline by combining software and or plug is important.

Due to the high performance of DirectX and OpenGL and the spread of CUDA and OpenCL, and display rich in the view port, corresponding to the effects, such as software that supports real-time raytracing in (progressive) rendering is increasing. Become important in the efficiency of the lighting work, especially integration of the renderer and layout. Examples with enhanced viewport, some Cycles modo, of Blender, VPR of Lightwave 10 or later, and the Nitrous Viewport 2.0,3ds MAX 2012 since the Maya 2011 or later. In addition, integrated software corresponding to that call external renderer from the view port is also increasing, external renderers such as Caustic Visualizer and V-Ray RT is compatible with the view port integration.

Skinning, several techniques are used. Weight painting bones and is a basic, bone affect the plurality of vertices. Software that has the ability to assign weights automatically has also increased, in addition to Maya and Blender is compatible Heatmap Skinning to (Bone Heat Weighting), and is also compatible with Geodesic Voxel binding in Maya 2015. In the game many engines, deformation weights per vertex has become up to four. Since the joint is likely to collapse it's a simple rig, the use of auxiliary bones but common, but also a method for (such as joint morph LW) Tsukarri (such as Preserve Volume of Blender and SDEF), a morph or using quaternions being used. However, software compatibility among these is low.

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