- Solving Blendshapes for ARKit As you have probably seen, ARKit has become quite popular for facial animation. It has obvious appeal for mocap on a budget, but it’s also being used onprofessional productions as well. So I decided to do a test, and here it is:
- Visibility TAA and Upsampling with Subsample History Adventures in Visibility RenderingPart 1: Visibility Buffer Rendering with Material GraphsPart 2: Decoupled Visibility MultisamplingPart 3: Software VRS with Visibility Buffer RenderingPart 4: Visibility TAA and Upsampling with Subsample History
- Software VRS with Visibility Buffer Rendering Introduction
- Decoupled Visibility Multisampling Adventures in Visibility RenderingPart 1: Visibility Buffer Rendering with Material GraphsPart 2: Decoupled Visibility MultisamplingPart 3: Software VRS with Visibility Buffer RenderingPart 4: Visibility TAA and Upsampling with Subsample History
- Visibility Buffer Rendering with Material Graphs
- Face Scannning Services with Standard Deviation In partnership with Standard Deviation (sdeviation.com), we are very excited to announce new face scanning services in Los Angeles! These services are:3D Photometric Stereo Face Scanning4D Face CaptureHeadcam Face Capture
- Command-Line Photogrammetry with AliceVision (Tutorial/Guide) Do you need to automate a huge number of photogrammetry scans? Then I have some good news for you.
- Minimal Color Grading Tools As you have probably noticed, there are a lot of color correction algorithms out there. It can be a bit daunting to figure out the best combination of tools to use on a given project. I’ve personally gone through many iterations of trying different things in different orders and over time I’ve settled on a few key features.
- Filmic Tonemapping with Piecewise Power Curves It’s been a long while since the original posts on Filmic Tonemapping, and it is time for an update. For newcomers, the basic premise of Filmic Tonemapping is to simulate the tone curve of film in our images, with a shoulder and a toe. In the image above, the left side is a pure linear tonemap and the right side uses a filmic curve.
- Cheating Physically Based Light Intensity (IRL) One question that I struggle with in PBR is: How physically accurate should we be? In general, I’m a PBR beliver in that we should try to model CG surfaces to behave like real surfaces and we should try to model lights to act like real lights. But what about the times when an artist comes to you asking to do something that is not physically realistic in order to make it look artistically better? As luck would have it, I got a chance to look at film set for a big budget TV show recently. Or rather, the film set came to me.