<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-308068030155753663</id><updated>2011-09-11T12:26:55.258+02:00</updated><category term='Human Skin'/><category term='Hair'/><category term='Alpha Blending'/><category term='Download'/><category term='ShaderLab'/><category term='HDR Rendering'/><category term='Normal Mapping'/><category term='Uncanny Valley'/><category term='Unity'/><category term='FMX'/><category term='Modeling'/><category term='ZBuffer'/><category term='3D Scan'/><category term='Video'/><category term='Shader'/><category term='Demo'/><category term='presentation'/><category term='OpenGL'/><category term='Blogging'/><title type='text'>jan bubenik | diploma project</title><subtitle type='html'>realtime character in unity</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://janbubenik.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/308068030155753663/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://janbubenik.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Jan Bubenik</name><uri>http://www.blogger.com/profile/04030998337707010982</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_usouUbAJKEs/SqQj4j9t1pI/AAAAAAAAAFY/lQ1lWm5nDN0/S220/l16.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>12</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-308068030155753663.post-9110112191119810407</id><published>2010-10-15T18:08:00.007+02:00</published><updated>2010-10-15T18:37:12.968+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Demo'/><category scheme='http://www.blogger.com/atom/ns#' term='3D Scan'/><category scheme='http://www.blogger.com/atom/ns#' term='Download'/><title type='text'>3D Scan &amp; Skin Shading</title><summary type='text'>A new demo is available showing my skin shader. This time with an incredibly detailed 3D scan by Lee Perry-Smith. Make sure to check out his really impressive gallery of 3D scans!



Skin  &amp; Scan Webplayer Demo (~30MB, requires Unity browser  plug-in)


You can get this model &amp; textures at his website for free:
http://www.ir-ltd.net/blog 


</summary><link rel='replies' type='application/atom+xml' href='http://janbubenik.blogspot.com/feeds/9110112191119810407/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://janbubenik.blogspot.com/2010/10/3d-scan-skin-shading.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/308068030155753663/posts/default/9110112191119810407'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/308068030155753663/posts/default/9110112191119810407'/><link rel='alternate' type='text/html' href='http://janbubenik.blogspot.com/2010/10/3d-scan-skin-shading.html' title='3D Scan &amp; Skin Shading'/><author><name>Jan Bubenik</name><uri>http://www.blogger.com/profile/04030998337707010982</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_usouUbAJKEs/SqQj4j9t1pI/AAAAAAAAAFY/lQ1lWm5nDN0/S220/l16.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_usouUbAJKEs/TLh3wPpGxzI/AAAAAAAAAN8/MPGsplLSXmw/s72-c/LeeHeadScan.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-308068030155753663.post-4188803830401753643</id><published>2010-05-21T22:38:00.000+02:00</published><updated>2010-05-21T22:38:27.123+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Demo'/><category scheme='http://www.blogger.com/atom/ns#' term='Unity'/><category scheme='http://www.blogger.com/atom/ns#' term='Video'/><category scheme='http://www.blogger.com/atom/ns#' term='Download'/><title type='text'>Application Download &amp; Video</title><summary type='text'>Finally I was able to upload the application, so you all can have a look at it. You can download the standalone application* here for PC and for Mac (about 20MB). Not that a graphics card with supporting ShaderModel 3.0 or greater with 256MB VRAM is required. If you experience any problems running the demo, please feel free to write an email, comment or something!

I also captured a video of the </summary><link rel='replies' type='application/atom+xml' href='http://janbubenik.blogspot.com/feeds/4188803830401753643/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://janbubenik.blogspot.com/2010/05/application-download-video.html#comment-form' title='7 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/308068030155753663/posts/default/4188803830401753643'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/308068030155753663/posts/default/4188803830401753643'/><link rel='alternate' type='text/html' href='http://janbubenik.blogspot.com/2010/05/application-download-video.html' title='Application Download &amp; Video'/><author><name>Jan Bubenik</name><uri>http://www.blogger.com/profile/04030998337707010982</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_usouUbAJKEs/SqQj4j9t1pI/AAAAAAAAAFY/lQ1lWm5nDN0/S220/l16.jpg'/></author><thr:total>7</thr:total></entry><entry><id>tag:blogger.com,1999:blog-308068030155753663.post-7243566357476980069</id><published>2010-04-27T19:23:00.000+02:00</published><updated>2010-04-27T19:23:00.204+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='presentation'/><category scheme='http://www.blogger.com/atom/ns#' term='FMX'/><title type='text'>Preparing for FMX</title><summary type='text'>
Finally my diploma thesis is handed in, but no time to relax. At the moment I am preparing a presentation for the FMX in Stuttgart next week. The final application of my diploma project will be presented and I will talk about the methodes used for realtime charactervisualization with focus on skin and hairshading, clothsimulation and dynamic realtimeanimation. Have a look at the FMX program!
</summary><link rel='replies' type='application/atom+xml' href='http://janbubenik.blogspot.com/feeds/7243566357476980069/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://janbubenik.blogspot.com/2010/04/preparing-for-fmx.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/308068030155753663/posts/default/7243566357476980069'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/308068030155753663/posts/default/7243566357476980069'/><link rel='alternate' type='text/html' href='http://janbubenik.blogspot.com/2010/04/preparing-for-fmx.html' title='Preparing for FMX'/><author><name>Jan Bubenik</name><uri>http://www.blogger.com/profile/04030998337707010982</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_usouUbAJKEs/SqQj4j9t1pI/AAAAAAAAAFY/lQ1lWm5nDN0/S220/l16.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_usouUbAJKEs/S9b62BSCNMI/AAAAAAAAAM8/DKLd0VMo22w/s72-c/diplomCover.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-308068030155753663.post-6904950719570131993</id><published>2010-01-12T10:46:00.004+01:00</published><updated>2010-01-12T10:52:38.114+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Blogging'/><category scheme='http://www.blogger.com/atom/ns#' term='HDR Rendering'/><title type='text'>Writing the theoretical part</title><summary type='text'>First update since October and one more blog to become deserted? I hope not...
I am writing the theoretical part of my diploma thesis now, so there is not much to show here.

I switched to floating point rendering in Unity, which gives some nice results... but I had no time to tweak the shaders and settings. In about a month I will start working again on the project itself.

Some screenshots of </summary><link rel='replies' type='application/atom+xml' href='http://janbubenik.blogspot.com/feeds/6904950719570131993/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://janbubenik.blogspot.com/2010/01/writing-theoretical-part.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/308068030155753663/posts/default/6904950719570131993'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/308068030155753663/posts/default/6904950719570131993'/><link rel='alternate' type='text/html' href='http://janbubenik.blogspot.com/2010/01/writing-theoretical-part.html' title='Writing the theoretical part'/><author><name>Jan Bubenik</name><uri>http://www.blogger.com/profile/04030998337707010982</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_usouUbAJKEs/SqQj4j9t1pI/AAAAAAAAAFY/lQ1lWm5nDN0/S220/l16.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_usouUbAJKEs/S0xCFUKFTqI/AAAAAAAAAMA/8DyV3BVwdb8/s72-c/hdr_rendering_01.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-308068030155753663.post-4475806114439840829</id><published>2009-10-23T20:31:00.005+02:00</published><updated>2009-10-23T21:40:44.303+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Blogging'/><category scheme='http://www.blogger.com/atom/ns#' term='Hair'/><title type='text'>Video update &amp; comments</title><summary type='text'>Hello everybody,

Finally the comments work. At least they should. And  I'd really like to hear your opinion about all this stuff. So... leave a comment!
I also added a poll on the right side. :)

And a small update on the project. Here's a preview of the hair shader with a nice anisotropic specular:



I still got some difficulties with the depth-sorting of the hair (you can see some borders of </summary><link rel='replies' type='application/atom+xml' href='http://janbubenik.blogspot.com/feeds/4475806114439840829/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://janbubenik.blogspot.com/2009/10/video-update-comments.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/308068030155753663/posts/default/4475806114439840829'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/308068030155753663/posts/default/4475806114439840829'/><link rel='alternate' type='text/html' href='http://janbubenik.blogspot.com/2009/10/video-update-comments.html' title='Video update &amp; comments'/><author><name>Jan Bubenik</name><uri>http://www.blogger.com/profile/04030998337707010982</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_usouUbAJKEs/SqQj4j9t1pI/AAAAAAAAAFY/lQ1lWm5nDN0/S220/l16.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-308068030155753663.post-8183827575713086201</id><published>2009-10-19T22:05:00.010+02:00</published><updated>2009-10-24T15:50:41.394+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Human Skin'/><category scheme='http://www.blogger.com/atom/ns#' term='Shader'/><category scheme='http://www.blogger.com/atom/ns#' term='Normal Mapping'/><category scheme='http://www.blogger.com/atom/ns#' term='ShaderLab'/><title type='text'>Dynamic normalmaps for faces</title><summary type='text'>[update: included a short demo video]



Normal maps are standard. It's a great and simple technique to simulate three-dimensional surface structure and details on low polygon object.

Often it's enough to have a static texture for that, but sometimes the surface changes in a way that can't be represented by joint moments or blendshapes, for example fine creases in cloth, wrinkles in skin and so </summary><link rel='replies' type='application/atom+xml' href='http://janbubenik.blogspot.com/feeds/8183827575713086201/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://janbubenik.blogspot.com/2009/10/dynamic-normalmaps-for-faces.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/308068030155753663/posts/default/8183827575713086201'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/308068030155753663/posts/default/8183827575713086201'/><link rel='alternate' type='text/html' href='http://janbubenik.blogspot.com/2009/10/dynamic-normalmaps-for-faces.html' title='Dynamic normalmaps for faces'/><author><name>Jan Bubenik</name><uri>http://www.blogger.com/profile/04030998337707010982</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_usouUbAJKEs/SqQj4j9t1pI/AAAAAAAAAFY/lQ1lWm5nDN0/S220/l16.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_usouUbAJKEs/StyhqiKAGlI/AAAAAAAAALI/SFRpz65hnXo/s72-c/normalMapping.jpg' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-308068030155753663.post-7984701858381621470</id><published>2009-10-17T18:15:00.006+02:00</published><updated>2009-10-24T15:52:34.086+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Shader'/><category scheme='http://www.blogger.com/atom/ns#' term='Hair'/><category scheme='http://www.blogger.com/atom/ns#' term='Alpha Blending'/><category scheme='http://www.blogger.com/atom/ns#' term='ZBuffer'/><title type='text'>Alpha blending for realtime hair</title><summary type='text'>With my project progressing, I finally have to take care about the hair.
All the rendering is based on polygons. But polygon edges are hard lines and hair is highly detailed and irregular. To get nice borders, some kind of transparency is needed. And here I ran into a problem, which I realized is well known, but has no real solution...

When a polygon object is rendered, each triangle is rendered</summary><link rel='replies' type='application/atom+xml' href='http://janbubenik.blogspot.com/feeds/7984701858381621470/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://janbubenik.blogspot.com/2009/10/alpha-blending-for-realtime-hair.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/308068030155753663/posts/default/7984701858381621470'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/308068030155753663/posts/default/7984701858381621470'/><link rel='alternate' type='text/html' href='http://janbubenik.blogspot.com/2009/10/alpha-blending-for-realtime-hair.html' title='Alpha blending for realtime hair'/><author><name>Jan Bubenik</name><uri>http://www.blogger.com/profile/04030998337707010982</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_usouUbAJKEs/SqQj4j9t1pI/AAAAAAAAAFY/lQ1lWm5nDN0/S220/l16.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_usouUbAJKEs/StnNAR9kQrI/AAAAAAAAAJI/kcWVoDNLXgc/s72-c/alpha_1.png' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-308068030155753663.post-6389748944234448625</id><published>2009-09-30T11:32:00.004+02:00</published><updated>2009-10-24T15:53:15.723+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Human Skin'/><category scheme='http://www.blogger.com/atom/ns#' term='Shader'/><category scheme='http://www.blogger.com/atom/ns#' term='ShaderLab'/><category scheme='http://www.blogger.com/atom/ns#' term='OpenGL'/><title type='text'>skin shading - stretch correction</title><summary type='text'>Ok, a little update on the skin shading, especially the calculation of the stretch correction map.

OPENGL &amp; DERIVATION INSTRUCTIONS

I encountered a problem with the implementation of the stretch-map rendering. I use the ddx() function to get the derivative of the world position in UV space, i.e. how much the world position changes from one pixel to the next. This way you get a nice </summary><link rel='replies' type='application/atom+xml' href='http://janbubenik.blogspot.com/feeds/6389748944234448625/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://janbubenik.blogspot.com/2009/09/skin-shading-stretch-correction.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/308068030155753663/posts/default/6389748944234448625'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/308068030155753663/posts/default/6389748944234448625'/><link rel='alternate' type='text/html' href='http://janbubenik.blogspot.com/2009/09/skin-shading-stretch-correction.html' title='skin shading - stretch correction'/><author><name>Jan Bubenik</name><uri>http://www.blogger.com/profile/04030998337707010982</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_usouUbAJKEs/SqQj4j9t1pI/AAAAAAAAAFY/lQ1lWm5nDN0/S220/l16.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_usouUbAJKEs/SsMf5PfpkVI/AAAAAAAAAIg/b5N2d0-4ydQ/s72-c/stretch_poly_uv.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-308068030155753663.post-690379390401458412</id><published>2009-09-09T14:20:00.011+02:00</published><updated>2010-01-12T10:56:50.112+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Human Skin'/><category scheme='http://www.blogger.com/atom/ns#' term='Shader'/><title type='text'>skin shading - texture space diffusion - part 2</title><summary type='text'>Interactive demo of my skin shader: 
 skin shading | unity demo
(requires the Unity Web Player plugin)


If you see only a black head, then probably your graphics card does not support ShaderModel 3 (only Nvidia GeForce-6, Ati Radeon-X1000 or newer). 

For older graphics cards I captured a video of the demo:



Ok, now some more details on the skin shading implementation:

SHADOWMAPS
First all </summary><link rel='replies' type='application/atom+xml' href='http://janbubenik.blogspot.com/feeds/690379390401458412/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://janbubenik.blogspot.com/2009/09/skin-shading-texture-space-diffusion.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/308068030155753663/posts/default/690379390401458412'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/308068030155753663/posts/default/690379390401458412'/><link rel='alternate' type='text/html' href='http://janbubenik.blogspot.com/2009/09/skin-shading-texture-space-diffusion.html' title='skin shading - texture space diffusion - part 2'/><author><name>Jan Bubenik</name><uri>http://www.blogger.com/profile/04030998337707010982</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_usouUbAJKEs/SqQj4j9t1pI/AAAAAAAAAFY/lQ1lWm5nDN0/S220/l16.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_usouUbAJKEs/SqeXrpZS64I/AAAAAAAAAHQ/H1u1-RmzO78/s72-c/stretchMapLightMap.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-308068030155753663.post-1588997078840171595</id><published>2009-08-25T19:25:00.107+02:00</published><updated>2010-01-12T10:54:47.909+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Human Skin'/><category scheme='http://www.blogger.com/atom/ns#' term='Shader'/><title type='text'>skin shading - texture space diffusion - part 1</title><summary type='text'>I tried to improve the build-in shaders, to see if it would be enough for a decent skin shading. Often the specularity of virtual skin does not look right, so I decided to take care of that first. The standard shaders had only one fixed value for "shininess" per material and the specular intensity was not angular-dependent. So I extended the Bumped Specular shader to take an additional </summary><link rel='replies' type='application/atom+xml' href='http://janbubenik.blogspot.com/feeds/1588997078840171595/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://janbubenik.blogspot.com/2009/08/skin-shading-texture-space-diffusion.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/308068030155753663/posts/default/1588997078840171595'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/308068030155753663/posts/default/1588997078840171595'/><link rel='alternate' type='text/html' href='http://janbubenik.blogspot.com/2009/08/skin-shading-texture-space-diffusion.html' title='skin shading - texture space diffusion - part 1'/><author><name>Jan Bubenik</name><uri>http://www.blogger.com/profile/04030998337707010982</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_usouUbAJKEs/SqQj4j9t1pI/AAAAAAAAAFY/lQ1lWm5nDN0/S220/l16.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_usouUbAJKEs/Sqa6K9tKiiI/AAAAAAAAAGg/9w6V2Stq_84/s72-c/forward_skinshading.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-308068030155753663.post-3830719421248643698</id><published>2009-08-22T17:46:00.196+02:00</published><updated>2009-10-24T15:55:08.506+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Shader'/><category scheme='http://www.blogger.com/atom/ns#' term='ShaderLab'/><title type='text'>shader development in unity</title><summary type='text'>In the last weeks I concentrated on shader development, especially the skin shading.

I hadn't used ShaderLab, the shader language of Unity, before and the syntax was... well, a little bit tricky in the beginning. But after studying the build-in shaders a little bit, I quickly became familiar with it. The basic concepts of vertex- and pixelshaders I already knew from the time I wrote shaders in </summary><link rel='replies' type='application/atom+xml' href='http://janbubenik.blogspot.com/feeds/3830719421248643698/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://janbubenik.blogspot.com/2009/08/shader-development-in-unity.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/308068030155753663/posts/default/3830719421248643698'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/308068030155753663/posts/default/3830719421248643698'/><link rel='alternate' type='text/html' href='http://janbubenik.blogspot.com/2009/08/shader-development-in-unity.html' title='shader development in unity'/><author><name>Jan Bubenik</name><uri>http://www.blogger.com/profile/04030998337707010982</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_usouUbAJKEs/SqQj4j9t1pI/AAAAAAAAAFY/lQ1lWm5nDN0/S220/l16.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_usouUbAJKEs/SqaqxjH_DlI/AAAAAAAAAGY/RYz_iDnxXy4/s72-c/ambientlight_CubeMap.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-308068030155753663.post-2439014059358128240</id><published>2009-08-09T18:20:00.003+02:00</published><updated>2009-10-24T15:55:31.118+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Uncanny Valley'/><category scheme='http://www.blogger.com/atom/ns#' term='Modeling'/><title type='text'>starting this blog</title><summary type='text'>I spend almost the last year finishing my exams at university and doing some jobs. In that time I worked quiet a while with XNA, Microsofts free Game Framework, learning the basics of shader programming and realtime rendering techniques like "Deferred Shading", as well as rigging, sculpting, painting,...

But now I finally  started to work on my diploma thesis. My goal is to expore the uncanny </summary><link rel='replies' type='application/atom+xml' href='http://janbubenik.blogspot.com/feeds/2439014059358128240/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://janbubenik.blogspot.com/2009/09/starting-this-blog.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/308068030155753663/posts/default/2439014059358128240'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/308068030155753663/posts/default/2439014059358128240'/><link rel='alternate' type='text/html' href='http://janbubenik.blogspot.com/2009/09/starting-this-blog.html' title='starting this blog'/><author><name>Jan Bubenik</name><uri>http://www.blogger.com/profile/04030998337707010982</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_usouUbAJKEs/SqQj4j9t1pI/AAAAAAAAAFY/lQ1lWm5nDN0/S220/l16.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_usouUbAJKEs/SqO8qqs0B3I/AAAAAAAAAEM/5_e0j4HsIJw/s72-c/Vollbildaufzeichnung+06.09.2009+154128.bmp.jpg' height='72' width='72'/><thr:total>0</thr:total></entry></feed>
