Published on December 1, 2016 by Unity
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Jonah Norberg introduces you to a novel way of rendering a large number of animated characters in Unity. His method goes over putting animation-data in textures, that way the vertex shader can do all of the heavy lifting for playing animations.

Jonas Norberg – Zynga

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9 Comments on "Unite 2016 – Rendering a Large Number of Animated Characters Using the GPU"

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R ndumu (Bekko)
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R ndumu (Bekko)
8 months 8 days ago

i guess we'll have to wait zynga to drop the software

Syed Fiaz Shah
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Syed Fiaz Shah
8 months 12 days ago

So exactly what is the purpose of this presentation if the are not willing to share it?

VisualBoy XYZ
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VisualBoy XYZ
8 months 18 days ago
Eugene Flormata
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Eugene Flormata
9 months 23 days ago

www.assetstore.unity3d.com/en/#!/content/26009seems to be what this plugin is doing?

Jonas Norberg
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Jonas Norberg
9 months 19 days ago

Seems like the solution you linked to does bake out all frames of the animation to avoid some cost of the cpu-skinning. But not the same idea as presented above.

TheMasonX
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TheMasonX
9 months 25 days ago

I tried a similar thing, but the models required were a couple hundred verts per instead, and I ended up with noticeable precision issues even when interpolating between two texture reads. It basically looked like early 90s 3D haha. Well done though!

Whos That Guy?
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Whos That Guy?
10 months 12 days ago

Woot!

吴天
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吴天
10 months 14 days ago

It's amazing!

STARasGAMES
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STARasGAMES
10 months 15 days ago

YYYEEEEEEESSS!!!OPTIMIZATION!Really cool technic. Will it be availble on asset store? Or its just a presentation of possible solution to draw many anim chars?

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