
在本次研讨会中,Guilherme Rambelli 逐步展示了他在 Unity Engine 中处理和设置使用摄影测量法捕获的环境的工作流程。First Guilherme 展示了如何使用 DNG Converter 预处理图像并使用 ColorChecker Passport 创建颜色配置文件。完成后,图像将被带到 Adobe Lightroom 进行处理并渲染出来用于摄影测量。使用 Reality Capture 处理图像以生成高分辨率资产,该资产将用作创建 Unity 3D 引擎中使用的低多边形版本环境的源。之后,在 ZBrush 和 Maya 中处理数据和重新拓扑的清理过程,然后在 Xnormal 中烘焙纹理。最后在Unity中建立了一个项目,虚拟现实查看器将能够导航和探索在本教程中捕获和处理的摄影测量环境。整个执行过程的重点是在现实生产计划中开发的高质量场景。
Duration 2h 50m Project Files Included MKV
Title: The Gnomon Workshop – Environment Creation for VR Using Photogrammetry
Info:
In this Workshop, Guilherme Rambelli shows, step-by-step, his workflow to process and set-up an environment captured using Photogrammetry for VR in Unity Engine. First Guilherme shows how to pre-process images using DNG Converter and create a color profile using ColorChecker Passport. Once that is done, the images are taken to Adobe Lightroom for treatment and rendered out for Photogrammetry. Using Reality Capture, the images are processed to generate a high-resolution asset that will work as a source to create the low poly version of the environment used in Unity 3D Engine. After that, a cleanup pass of the data and retopology is handled within ZBrush and Maya, with the textures then baked in Xnormal. Finally, a project in Unity is set up, where the virtual reality viewer will be able to navigate and explore the photogrammetry environment captured and processed throughout this tutorial. The entire execution focuses on a high-quality scene that is developed within a realistic production schedule.
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