Category Archives: Unity3D

Physically Based Area Lights for Unity3D

Oh well, it’s been a while since, but this is certainly worth a quick entry.

We were quite busy working on our PBS Area Lights for Unity, that will hit the assetstore soon. As usual you can follow the discussion in the forum, or on our Facebook page.

Stay tuned!

SSAL redLights have been released!

Our redLights SSAL package has been released and is now available for purchase at the unity asset store.

Go, grab it while it’s hot! Now!

Screen Space Area Lights – SSAL – New Preview

There is a new preview version that shows our SSAL in action. Note, that all the lighting in the screenshots below comes from SSAL. No ambient, directional, spots or points.

The final package will be released soon. Cheers.

Screen Space Area Lights – SSAL

I’m happy to announce that our SSAL package will be released on the unity asset store soon.

Unity users will now have the ability to use realtime arealights in their applications by using our screen space implementation.

It supports all the goodness, such as deferred and forward rendering, correctly works together with the builtin unity materials, lights and shadows. And since it is rendered as image effect, it is decoupled from the geometric complexity of the rendered scene.

There is a preview version to play around with.

You can also follow the discussion on the unity forum.

Stay tuned!

Metal Shading – Ward’s Anisotropic Reflectance Model in Unity3D

Local Illumination Shading based on the paper “Measuring and Modeling Anisotropic Reflection” by Gregory J. Ward. This was realised since we recently needed a way to simulate anisotropic highlights as can be seen on many brushed metal surfaces. I think it turned out quite nicely.


Cook Torrance Local Illumination Shading in Unity3D

This is a Unity3D Surface Shader with an implementation of the Cook Torrance Lighting Model. It uses a Beckmann distribution for evaluation of the surface roughness. The series below shows the effect of varying values for the surface roughness (0.1 – 0.9) and different reflectance indices (top row 1.0, bottom row 2.0).

Virtualyacht at the Heinz Nixdorf Institute Paderborn

Last week we went up to Paderborn to present our Yacht Configurator at the Paderborner Workshop Augmented & Virtual Reality in Product Development which took place as one event during the Wissenschaftsforum Intelligente Technische Systeme 2011 at the Heinz Nixdorf Institute in Paderborn. Annika and Thomas gave the talk regarding our paper “3D-Produktkonfiguration mit natürlichen Interaktionstechniken – eine Fallstudie im Kontext Messepräsentation” that was published in the proceedings to the conference.

Further information can be found at the new AVRENIM-blog.

The Virtual Yacht has a new homepage

The Virtual Yacht is a novel interactive configuration system for boats which is currently being developed by five students from Düsseldorf in Germany.
For information on future development of the yacht configuration system, please visit our project site.

Fast Lattice Shape Matching in Unity3D

This is just a little Unity3D wrapper for Alec Rivers FastLSM Library.