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Showing posts from February, 2020

Shader Practice 5-Disappear (99% success)

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This time I created a very simple disappearing effect on a cube first. I want to put this effect on some models to go further, so I downloaded a ugly man, and tried to give the material to him. But when I put this model in the scene, there's already a material with texture and shader on it. I didn't know if there would be conflict when two shaders are on one object. Finally, it turned out that it would definitely have conflicts. When I played it, that disappear couldn't make the texture work together. Since the previous shader on this ugly guy was based OpenGUI codes, I don't really know how to change it, so the better way is to add texture in visual scripts. First thing was to delete its old shader material and give it a color on PBR component. Then, give the disappear shader a texture node. Cuz the texture2D is a public property, I need to add the texture outside. Finally, it worked. The only problem left is I c...

Reference-GAN (updated on 2/28/2020)

https://pathmind.com/wiki/generative-adversarial-network-gan Notes: Discriminative models learn the boundary between classes Generative models model the distribution of individual classes i.e. the discriminator decides whether each instance of data that it reviews belongs to the actual training dataset or not. Here are the steps a GAN takes: The generator takes in random numbers and returns an image. This generated image is fed into the discriminator alongside a stream of images taken from the actual, ground-truth dataset. The discriminator takes in both real and fake images and returns probabilities, a number between 0 and 1, with 1 representing a prediction of authenticity and 0 representing fake. https://ai.googleblog.com/2017/12/introducing-new-foveation-pipeline-for.html Notes: However, current VR/MR technologies present a fundamental challenge: to present images at the extremely high resolution required for immer...

PowerPoint Link

http://galigogo.com/OtherStuff/NewMediaProject/

Reference-AI package

Finally, I found a simple package of a dumb AI. It's about car chasing, the truck will simulate the red car's direction which is controlled by me.  Now, I can try to check the scripts, to be continued...

Reference-DLSS from NVIDA

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As I thought, there's not many examples for AI working with graphics technologies. But there's a big name, NVIDA. NVIDA published 20 series graphics card. One of their new technologies is DLSS, deep learning super sampling. Basically, it is for correcting the missing frames from raytracing, because the AI system has been trained to fill up the missing part in the images from a pointed game. More presentation: https://www.youtube.com/watch?v=KJRZTkttgLw#action=share https://www.nvidia.cn/geforce/gaming-laptops/20-series/ I mean, I can't really know how they realize this with every line of codes, but it provides me with the basic logic of what AI can do with graphics. After another around of research, I have a chart. Like I planned in the last blog, for now, I will get into some simple AI system, try to find out its sampling process and learning target . Except the hardware, another example Prof Paul showed us in class is  https://www.nvidi...

Shader Practice 4-Snow (kinda failed)

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Again, the target is the picture down there. Free scene asset and make some snow affect on it. The nodes this time is easier, I feel like getting more familiar with serval most used functions. Time to move forward, next time I will make something new based on tutorials. While the probelme is, I'm pretty sure I have clear pipelines, but it doesn't work on default objects. For whatever object it is, it will be like  All the faces of the object is covered with snow. Compared to the scene in tutorial, I guess it's because that the shader only works on models with specifically separated UV which has the same direction with 'Normal Vector' on Y axis . If the object is just simply covered with a texture on the material, that problem comes. Still, I need to find some delicate models to prove my assumption. 

Experimental research topic and set up a Timeline (IMPORTANT node in my research)

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My new topic is Unity Graphic Rendering based on Shader and AI System Before I came up with this idea, I've been looking for the specific topic for a while. The way should be a formal research method, starting from raising question. So the first question I raised for myself is 1.What can shader do as innovation? Not long ago, I was considering to make a better graphic display, but later, nah, a lot people had done it already. What really inspired me was a lecture talks about AI 3D generator (It's in Chinese so I don't put the link there). Basically, if the group wants to build a forest, it's not possible for them to build every tree, which costs too much time. So they give AI a reference model, and AI can generate new trees with slightly different angels or length of branches and leaves. From this, I was thinking if the same process could be applied in shader. To prove my guess, I need to do some research in this field, so I raised the second question ...

Shader Practice 3-ForceField

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This practice I basically followed the tutorial, need to spend more time on figuring out the logic in the scripts. In addition, one more important thing is to do some research in this field, finding the gap worth to be filled up. It doesn't have to be very pinciple math in the base, just use the present technologies to create some stuff by my own. Update: What I learned from this work is the right way to use postprocessing component. It is not directly working on the object, instead, we need to create another object as its carrier. Like the box in the picture, only the objects in this box can have the effect.

Shader Practice 2-breathing light

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This time I'm going to make a super easy breathing light myself. In this practice, I learned that fresnel effect is about a fade away color on object, which could be a good idea on a lot of other projects. I will try to make something up myself with this function. Another one is Remap, it's used to control the range of sin function, making it float in two required numbers. It will directly affect on color change.  It finally looks like this, I deleted the environment light to make sure it could keep working.