@Tristan: I studied computergrafics for 5 years. I'm making 3D art now since about half a year fulltime, but I had some experience before that. Its hard to focus on one thing, it took me half a year to understand most of the vegetation creation pipelines. For speeding up your workflow maybe spend a bit time with the megascans library. Making 3D vegetation starts from going outside for photoscanns to profiling your assets. Start with one thing and master this. @Maxime: The difference between my technique and Z-passing on distant objects is quiet the same. (- the higher vertex count) I would start using this at about 10-15m+. In this inner radius you are using (mostly high) cascaded shadows, the less the shader complexety in this areas, the less the shader instructions. When I started this project, the polycount was a bit to high. Now I found the best balance between a "lowpoly" mesh and the less possible overdraw. The conclusion of this technique is easily using a slightly higher vertex count on the mesh for reducing the quad overdraw and shader complexity. In matters visual quality a "high poly" plant will allways look better than a blade of grass on a plane.
Is this not like gear VR or anything else
Unity Technologies, the creator of the world’s most popular creation engine that reaches nearly 3 billion devices worldwide, has today announced the open beta of Unity Machine Learning Agents (ML-Agents).
Available later this year, Unity’s breakthrough AI toolkit will help enable machine learning developers and researchers to train agents in realistic, complex scenarios using Unity with decreased technical barriers than they could otherwise. This is critical future technology for many verticals, including robotics, automotive, and next-generation games. This first-of-its-kind advancement is in alignment with Unity’s mission to democratize access to superior technology and help developers solve hard problems.
Machine learning is a disruptive technology that is important to all types of developers and researchers to make their games or systems smarter, but complexities and technical barriers make it out of reach for most. This is an exciting new chapter in AI’s history as we are making an end-to-end machine learning environment widely accessible, and providing the critical tools needed to make more intelligent, beautiful games and applications. Complete with Unity’s physics engine and a 3D photorealistic rendering environment, our AI toolkit also offers a game-changing AI research platform to a rapidly growing community of AI enthusiasts exploring the frontiers of Deep Learning.
Danny Lange, Vice President of AI and Machine Learning at Unity Technologies
ML- Agents, an open source toolkit, is specifically designed to help researchers and developers transform games and applications created using Unity into environments where intelligent agents can be trained. Using Reinforcement Learning, evolutionary strategies, and other machine learning methods through a simple to use Python API, ML-Agents has a superior advantage in solving complex machine learning problems in highly realistic environments.
The ML- Agents toolkit is adaptive and dynamic for a variety of use cases, including:
- Academic researchers interested in studying complex multi-agent behavior in realistic competitive and cooperative scenarios.
- Industry researchers interested in large-scale parallel training regimes for robotics, autonomous vehicle, and other industrial applications.
- Game developers interested in filling virtual worlds with intelligent agents each acting with dynamic and engaging behavior.