Enviar búsqueda
Cargar
Unite2019 HLOD를 활용한 대규모 씬 제작 방법
•
6 recomendaciones
•
1,939 vistas
장규 서
Seguir
HLOD에 대한 소개 HLOD가 필요한 이유 HLOD개발기
Leer menos
Leer más
Tecnología
Denunciar
Compartir
Denunciar
Compartir
1 de 154
Descargar ahora
Descargar para leer sin conexión
Recomendados
NDC2016 프로젝트 A1의 AAA급 캐릭터 렌더링 기술
NDC2016 프로젝트 A1의 AAA급 캐릭터 렌더링 기술
Ki Hyunwoo
쉐도우맵을 압축하여 대규모씬에 라이팅을 적용해보자
쉐도우맵을 압축하여 대규모씬에 라이팅을 적용해보자
Seongdae Kim
멀티스레드 렌더링 (Multithreaded rendering)
멀티스레드 렌더링 (Multithreaded rendering)
Bongseok Cho
[Ndc12] 누구나 알기쉬운 hdr과 톤맵핑 박민근
[Ndc12] 누구나 알기쉬운 hdr과 톤맵핑 박민근
MinGeun Park
빠른 렌더링을 위한 오브젝트 제외 기술
빠른 렌더링을 위한 오브젝트 제외 기술
YEONG-CHEON YOU
언차티드4 테크아트 파트1 톤맵핑&색보정
언차티드4 테크아트 파트1 톤맵핑&색보정
Dae Hyek KIM
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
Electronic Arts / DICE
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Electronic Arts / DICE
Recomendados
NDC2016 프로젝트 A1의 AAA급 캐릭터 렌더링 기술
NDC2016 프로젝트 A1의 AAA급 캐릭터 렌더링 기술
Ki Hyunwoo
쉐도우맵을 압축하여 대규모씬에 라이팅을 적용해보자
쉐도우맵을 압축하여 대규모씬에 라이팅을 적용해보자
Seongdae Kim
멀티스레드 렌더링 (Multithreaded rendering)
멀티스레드 렌더링 (Multithreaded rendering)
Bongseok Cho
[Ndc12] 누구나 알기쉬운 hdr과 톤맵핑 박민근
[Ndc12] 누구나 알기쉬운 hdr과 톤맵핑 박민근
MinGeun Park
빠른 렌더링을 위한 오브젝트 제외 기술
빠른 렌더링을 위한 오브젝트 제외 기술
YEONG-CHEON YOU
언차티드4 테크아트 파트1 톤맵핑&색보정
언차티드4 테크아트 파트1 톤맵핑&색보정
Dae Hyek KIM
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
Electronic Arts / DICE
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Electronic Arts / DICE
Dx11 performancereloaded
Dx11 performancereloaded
mistercteam
Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016
Graham Wihlidal
DirectX 11 Rendering in Battlefield 3
DirectX 11 Rendering in Battlefield 3
Electronic Arts / DICE
Motion blur
Motion blur
changehee lee
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Johan Andersson
Practical Occlusion Culling in Killzone 3
Practical Occlusion Culling in Killzone 3
Guerrilla
NDC2015 유니티 정적 라이팅 이게 최선인가요
NDC2015 유니티 정적 라이팅 이게 최선인가요
Wuwon Yu
Unity3D로 풀3D web mmorpg 만들기
Unity3D로 풀3D web mmorpg 만들기
JP Jung
Moving Frostbite to Physically Based Rendering
Moving Frostbite to Physically Based Rendering
Electronic Arts / DICE
Windows Registered I/O (RIO) vs IOCP
Windows Registered I/O (RIO) vs IOCP
Seungmo Koo
Low-level Shader Optimization for Next-Gen and DX11 by Emil Persson
Low-level Shader Optimization for Next-Gen and DX11 by Emil Persson
AMD Developer Central
[Ndc11 박민근] deferred shading
[Ndc11 박민근] deferred shading
MinGeun Park
Shiny PC Graphics in Battlefield 3
Shiny PC Graphics in Battlefield 3
Electronic Arts / DICE
Cascade Shadow Mapping
Cascade Shadow Mapping
Sukwoo Lee
[IGC 2016] 넷게임즈 김영희 - Unreal4를 사용해 모바일 프로젝트 제작하기
[IGC 2016] 넷게임즈 김영희 - Unreal4를 사용해 모바일 프로젝트 제작하기
강 민우
스크린 스페이스 데칼에 대해 자세히 알아보자(워햄머 40,000: 스페이스 마린)
스크린 스페이스 데칼에 대해 자세히 알아보자(워햄머 40,000: 스페이스 마린)
포프 김
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
Electronic Arts / DICE
[0107 박민근] 쉽게 배우는 hdr과 톤맵핑
[0107 박민근] 쉽게 배우는 hdr과 톤맵핑
MinGeun Park
Vertex Shader Tricks by Bill Bilodeau - AMD at GDC14
Vertex Shader Tricks by Bill Bilodeau - AMD at GDC14
AMD Developer Central
게임에서 흔히 쓰이는 최적화 전략 by 엄윤섭 @ 지스타 컨퍼런스 2013
게임에서 흔히 쓰이는 최적화 전략 by 엄윤섭 @ 지스타 컨퍼런스 2013
영욱 오
Precomputed Voxelized-Shadows for Large-scale Scene and Many lights
Precomputed Voxelized-Shadows for Large-scale Scene and Many lights
Seongdae Kim
Extreme dxt compression
Extreme dxt compression
Ataceyhun Çelik
Más contenido relacionado
La actualidad más candente
Dx11 performancereloaded
Dx11 performancereloaded
mistercteam
Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016
Graham Wihlidal
DirectX 11 Rendering in Battlefield 3
DirectX 11 Rendering in Battlefield 3
Electronic Arts / DICE
Motion blur
Motion blur
changehee lee
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Johan Andersson
Practical Occlusion Culling in Killzone 3
Practical Occlusion Culling in Killzone 3
Guerrilla
NDC2015 유니티 정적 라이팅 이게 최선인가요
NDC2015 유니티 정적 라이팅 이게 최선인가요
Wuwon Yu
Unity3D로 풀3D web mmorpg 만들기
Unity3D로 풀3D web mmorpg 만들기
JP Jung
Moving Frostbite to Physically Based Rendering
Moving Frostbite to Physically Based Rendering
Electronic Arts / DICE
Windows Registered I/O (RIO) vs IOCP
Windows Registered I/O (RIO) vs IOCP
Seungmo Koo
Low-level Shader Optimization for Next-Gen and DX11 by Emil Persson
Low-level Shader Optimization for Next-Gen and DX11 by Emil Persson
AMD Developer Central
[Ndc11 박민근] deferred shading
[Ndc11 박민근] deferred shading
MinGeun Park
Shiny PC Graphics in Battlefield 3
Shiny PC Graphics in Battlefield 3
Electronic Arts / DICE
Cascade Shadow Mapping
Cascade Shadow Mapping
Sukwoo Lee
[IGC 2016] 넷게임즈 김영희 - Unreal4를 사용해 모바일 프로젝트 제작하기
[IGC 2016] 넷게임즈 김영희 - Unreal4를 사용해 모바일 프로젝트 제작하기
강 민우
스크린 스페이스 데칼에 대해 자세히 알아보자(워햄머 40,000: 스페이스 마린)
스크린 스페이스 데칼에 대해 자세히 알아보자(워햄머 40,000: 스페이스 마린)
포프 김
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
Electronic Arts / DICE
[0107 박민근] 쉽게 배우는 hdr과 톤맵핑
[0107 박민근] 쉽게 배우는 hdr과 톤맵핑
MinGeun Park
Vertex Shader Tricks by Bill Bilodeau - AMD at GDC14
Vertex Shader Tricks by Bill Bilodeau - AMD at GDC14
AMD Developer Central
게임에서 흔히 쓰이는 최적화 전략 by 엄윤섭 @ 지스타 컨퍼런스 2013
게임에서 흔히 쓰이는 최적화 전략 by 엄윤섭 @ 지스타 컨퍼런스 2013
영욱 오
La actualidad más candente
(20)
Dx11 performancereloaded
Dx11 performancereloaded
Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016
DirectX 11 Rendering in Battlefield 3
DirectX 11 Rendering in Battlefield 3
Motion blur
Motion blur
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Practical Occlusion Culling in Killzone 3
Practical Occlusion Culling in Killzone 3
NDC2015 유니티 정적 라이팅 이게 최선인가요
NDC2015 유니티 정적 라이팅 이게 최선인가요
Unity3D로 풀3D web mmorpg 만들기
Unity3D로 풀3D web mmorpg 만들기
Moving Frostbite to Physically Based Rendering
Moving Frostbite to Physically Based Rendering
Windows Registered I/O (RIO) vs IOCP
Windows Registered I/O (RIO) vs IOCP
Low-level Shader Optimization for Next-Gen and DX11 by Emil Persson
Low-level Shader Optimization for Next-Gen and DX11 by Emil Persson
[Ndc11 박민근] deferred shading
[Ndc11 박민근] deferred shading
Shiny PC Graphics in Battlefield 3
Shiny PC Graphics in Battlefield 3
Cascade Shadow Mapping
Cascade Shadow Mapping
[IGC 2016] 넷게임즈 김영희 - Unreal4를 사용해 모바일 프로젝트 제작하기
[IGC 2016] 넷게임즈 김영희 - Unreal4를 사용해 모바일 프로젝트 제작하기
스크린 스페이스 데칼에 대해 자세히 알아보자(워햄머 40,000: 스페이스 마린)
스크린 스페이스 데칼에 대해 자세히 알아보자(워햄머 40,000: 스페이스 마린)
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
[0107 박민근] 쉽게 배우는 hdr과 톤맵핑
[0107 박민근] 쉽게 배우는 hdr과 톤맵핑
Vertex Shader Tricks by Bill Bilodeau - AMD at GDC14
Vertex Shader Tricks by Bill Bilodeau - AMD at GDC14
게임에서 흔히 쓰이는 최적화 전략 by 엄윤섭 @ 지스타 컨퍼런스 2013
게임에서 흔히 쓰이는 최적화 전략 by 엄윤섭 @ 지스타 컨퍼런스 2013
Similar a Unite2019 HLOD를 활용한 대규모 씬 제작 방법
Precomputed Voxelized-Shadows for Large-scale Scene and Many lights
Precomputed Voxelized-Shadows for Large-scale Scene and Many lights
Seongdae Kim
Extreme dxt compression
Extreme dxt compression
Ataceyhun Çelik
Convolutional Neural Network
Convolutional Neural Network
Jun Young Park
Minko stage3d workshop_20130525
Minko stage3d workshop_20130525
Minko3D
FlameWorks GTC 2014
FlameWorks GTC 2014
Simon Green
CS 354 Texture Mapping
CS 354 Texture Mapping
Mark Kilgard
Chapter 9 - Rational Expressions
Chapter 9 - Rational Expressions
swartzje
The Technology behind Shadow Warrior, ZTG 2014
The Technology behind Shadow Warrior, ZTG 2014
Jarosław Pleskot
DAW: Duplicate-AWare Federated Query Processing over the Web of Data
DAW: Duplicate-AWare Federated Query Processing over the Web of Data
Muhammad Saleem
Descriptive analytics in r programming language
Descriptive analytics in r programming language
Ashwini Mathur
How I learned to stop worrying and love the dark silicon apocalypse.pdf
How I learned to stop worrying and love the dark silicon apocalypse.pdf
Tomasz Kowalczewski
Chicago-Java-User-Group-Meetup-Some-Garbage-Talk-2015-01-14
Chicago-Java-User-Group-Meetup-Some-Garbage-Talk-2015-01-14
Jayesh Thakrar
ACM 2013-02-25
ACM 2013-02-25
Ted Dunning
Flash Gamm 2011,"Stage3D survival guide"
Flash Gamm 2011,"Stage3D survival guide"
Michael Ivanov
Applying your Convolutional Neural Networks
Applying your Convolutional Neural Networks
Databricks
High Performance Systems Without Tears - Scala Days Berlin 2018
High Performance Systems Without Tears - Scala Days Berlin 2018
Zahari Dichev
new_age_graphics_android_x86
new_age_graphics_android_x86
Droidcon Berlin
Angel cunado_The Terrain Of KUF2
Angel cunado_The Terrain Of KUF2
drandom
20082501 Leeds Pm
20082501 Leeds Pm
AndyA
NoSQL Smackdown!
NoSQL Smackdown!
Tim Berglund
Similar a Unite2019 HLOD를 활용한 대규모 씬 제작 방법
(20)
Precomputed Voxelized-Shadows for Large-scale Scene and Many lights
Precomputed Voxelized-Shadows for Large-scale Scene and Many lights
Extreme dxt compression
Extreme dxt compression
Convolutional Neural Network
Convolutional Neural Network
Minko stage3d workshop_20130525
Minko stage3d workshop_20130525
FlameWorks GTC 2014
FlameWorks GTC 2014
CS 354 Texture Mapping
CS 354 Texture Mapping
Chapter 9 - Rational Expressions
Chapter 9 - Rational Expressions
The Technology behind Shadow Warrior, ZTG 2014
The Technology behind Shadow Warrior, ZTG 2014
DAW: Duplicate-AWare Federated Query Processing over the Web of Data
DAW: Duplicate-AWare Federated Query Processing over the Web of Data
Descriptive analytics in r programming language
Descriptive analytics in r programming language
How I learned to stop worrying and love the dark silicon apocalypse.pdf
How I learned to stop worrying and love the dark silicon apocalypse.pdf
Chicago-Java-User-Group-Meetup-Some-Garbage-Talk-2015-01-14
Chicago-Java-User-Group-Meetup-Some-Garbage-Talk-2015-01-14
ACM 2013-02-25
ACM 2013-02-25
Flash Gamm 2011,"Stage3D survival guide"
Flash Gamm 2011,"Stage3D survival guide"
Applying your Convolutional Neural Networks
Applying your Convolutional Neural Networks
High Performance Systems Without Tears - Scala Days Berlin 2018
High Performance Systems Without Tears - Scala Days Berlin 2018
new_age_graphics_android_x86
new_age_graphics_android_x86
Angel cunado_The Terrain Of KUF2
Angel cunado_The Terrain Of KUF2
20082501 Leeds Pm
20082501 Leeds Pm
NoSQL Smackdown!
NoSQL Smackdown!
Último
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Drew Madelung
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
The Digital Insurer
The Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptx
Malak Abu Hammad
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
Earley Information Science
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
Enterprise Knowledge
Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024
The Digital Insurer
Factors to Consider When Choosing Accounts Payable Services Providers.pptx
Factors to Consider When Choosing Accounts Payable Services Providers.pptx
Katpro Technologies
Scaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organization
Radu Cotescu
Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024
The Digital Insurer
Breaking the Kubernetes Kill Chain: Host Path Mount
Breaking the Kubernetes Kill Chain: Host Path Mount
Puma Security, LLC
How to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected Worker
ThousandEyes
Presentation on how to chat with PDF using ChatGPT code interpreter
Presentation on how to chat with PDF using ChatGPT code interpreter
naman860154
The 7 Things I Know About Cyber Security After 25 Years | April 2024
The 7 Things I Know About Cyber Security After 25 Years | April 2024
Rafal Los
Real Time Object Detection Using Open CV
Real Time Object Detection Using Open CV
Khem
2024: Domino Containers - The Next Step. News from the Domino Container commu...
2024: Domino Containers - The Next Step. News from the Domino Container commu...
Martijn de Jong
Boost Fertility New Invention Ups Success Rates.pdf
Boost Fertility New Invention Ups Success Rates.pdf
sudhanshuwaghmare1
A Year of the Servo Reboot: Where Are We Now?
A Year of the Servo Reboot: Where Are We Now?
Igalia
🐬 The future of MySQL is Postgres 🐘
🐬 The future of MySQL is Postgres 🐘
RTylerCroy
Data Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt Robison
Anna Loughnan Colquhoun
08448380779 Call Girls In Friends Colony Women Seeking Men
08448380779 Call Girls In Friends Colony Women Seeking Men
Delhi Call girls
Último
(20)
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
The Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptx
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024
Factors to Consider When Choosing Accounts Payable Services Providers.pptx
Factors to Consider When Choosing Accounts Payable Services Providers.pptx
Scaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organization
Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024
Breaking the Kubernetes Kill Chain: Host Path Mount
Breaking the Kubernetes Kill Chain: Host Path Mount
How to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected Worker
Presentation on how to chat with PDF using ChatGPT code interpreter
Presentation on how to chat with PDF using ChatGPT code interpreter
The 7 Things I Know About Cyber Security After 25 Years | April 2024
The 7 Things I Know About Cyber Security After 25 Years | April 2024
Real Time Object Detection Using Open CV
Real Time Object Detection Using Open CV
2024: Domino Containers - The Next Step. News from the Domino Container commu...
2024: Domino Containers - The Next Step. News from the Domino Container commu...
Boost Fertility New Invention Ups Success Rates.pdf
Boost Fertility New Invention Ups Success Rates.pdf
A Year of the Servo Reboot: Where Are We Now?
A Year of the Servo Reboot: Where Are We Now?
🐬 The future of MySQL is Postgres 🐘
🐬 The future of MySQL is Postgres 🐘
Data Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt Robison
08448380779 Call Girls In Friends Colony Women Seeking Men
08448380779 Call Girls In Friends Colony Women Seeking Men
Unite2019 HLOD를 활용한 대규모 씬 제작 방법
1.
2.
Unity Technologies Spotlight Team Senior
Engine Programmer
3.
3
4.
Spotlight Team 4 — —
5.
5 — ReCore — Praey
for the Gods — Tacoma — Final Fantasy XV Pocket Edition — Shadow Tactics — Battletech — ETC...
6.
6
7.
7
8.
8
9.
9
10.
10 — HLOD — HLOD —
HLOD
11.
11 — HLOD — HLOD
12.
12
13.
13
14.
14
15.
15 8km x 8km
16.
16
17.
17 4km x 4km 24000
Tree 8000 House 32000 Probs
18.
18 2889 Batches 1.8M Tris
19.
19 — 여기서 모바일
버짓과 현실 비교 — 배치를 줄여야 수행 가능 — 배치를 줄여야 한다. 그래픽 최적화로 가...가버렷! (부제: 배치! 배칭을 보자!) , Batch! Let's take a look at Batching! - Unite Seoul 2016
20.
20
21.
21
22.
11655 SceneLOD 22 6
23.
23
24.
24
25.
SceneLOD 25 — Runtime
26.
26 HLOD
27.
27 Hierarchical Level of
Detail
28.
What is LOD 28 LOD0
LOD1 LOD2 GameObject
29.
What is HLOD 29 BAKE
30.
What is HLOD 30
31.
What is HLOD 31
32.
What is HLOD 32
33.
What is HLOD 33
34.
What is HLOD 34 LOD 항상
6개의 Batch HLOD 거리에 따라 1~6개 Batch
35.
HLOD 35 LOD0 LOD1 LOD2
36.
HLOD 36 — 24 x
24 = 576
37.
HLOD Tree 37
38.
38 LOD HLOD
39.
39 LOD HLOD
40.
40 LOD HLOD
41.
41 LOD HLOD
42.
42 LOD HLOD
43.
43 LOD HLOD
44.
HLOD 44
45.
HLOD 45
46.
HLOD 46
47.
HLOD 47
48.
HLOD 48
49.
LOD vs HLOD 49 LOD
HLOD 단위 Object Space ( Group ) 배치에 영향 Bake 불필요 필요
50.
HLOD 50
51.
51 Mesh
52.
52 — Top-Down — Quad-tree — —
100 x 100 — Object
53.
HLOD Tree baking 53 100
54.
HLOD Tree baking 54 50
50
55.
HLOD Tree baking 55 25
25 25 25
56.
HLOD Tree baking 56
57.
57 848 848
58.
58 3467 523
59.
59 5339 320
60.
60 7812 12
61.
61 10002 3
62.
62 HLOD HLOD 848 848 3467
523 5339 320 7812 12 10002 3
63.
63 Tris
64.
64 3.9M 5.5M
65.
65
66.
66
67.
67
68.
68
69.
Simplify 69 30% 9%
70.
Simplify 70 515 230 68
71.
71 5.5M 969.9K
72.
72 Simplify Simplify 3.9M 5.5M
969.9K
73.
73
74.
74 — 100m x
100m — —
75.
75 5 Batch Count
76.
76
77.
77
78.
Texture atlas 78
79.
Texture atlas 79
80.
Texture atlas 80
81.
버전3 81 1 Batch Count
82.
HLOD Texture Atlas 82
83.
HLOD Texture Atlas 83
84.
Texture atlas 84 =
85.
Texture atlas 85
86.
Texture atlas 86 =
87.
Texture atlas 87
88.
Texture atlas 88
89.
Texture atlas 89
90.
Texture atlas 90
91.
Texture atlas 91
92.
92
93.
Texture atlas v2 93
94.
Texture atlas v2 94
95.
Texture atlas v2 2
1 2 3 2 1
96.
Texture atlas v2 96 =
97.
Texture atlas v2 97
98.
Texture atlas v2 98 3
2 2
99.
Texture atlas v2 99
100.
Texture atlas v2 100
101.
Texture atlas v2 101
102.
Texture atlas v2 102
103.
Texture atlas v2 103
104.
Texture atlas v2 104
105.
Texture atlas v2 105
106.
Texture atlas v2 106
107.
107 Scene
108.
HLOD 108 — – Tree – House –
Probs
109.
HLOD 109 — Tree — House —
Probs Tree House Probs Tree House
110.
HLOD 110
111.
HLOD 111 — Tree – – Transparency
Material — Building – – Opaque Material — Probs – – Opaque Material
112.
112 294 Batches 1.7M Tris
113.
113
114.
114
115.
1,019,251 tris 113.8MB HLOD Mesh 115 1,031,324
tris 135.6MB House Root Mesh Tree Root Mesh
116.
116
117.
117 HLOD Object
118.
118
119.
119
120.
120
121.
121
122.
122
123.
123
124.
124
125.
125
126.
126
127.
HLOD Streaming 127
128.
HLOD Streaming 128
129.
HLOD Streaming 129
130.
HLOD Streaming 130
131.
HLOD Streaming 131
132.
HLOD Streaming 132
133.
HLOD Streaming 133
134.
HLOD Streaming 134
135.
HLOD Streaming 135
136.
136
137.
Addressable? 137 — – Resources Folder –
Asset Bundles
138.
Resources Folder 138 — — — — —
139.
Asset Bundles 139 — — — — —
140.
Addressable 140 • 편리함 • 비동기
로딩 Resource Folder • App과 Asset의 분리 • Web을 이용한 원격 로딩 Asset Bundles • 자유로운 위치 변경 • 설정 변경 지원 개발 편의성
141.
141
142.
142
143.
143
144.
144
145.
145
146.
146 Static Batch HLOD Batch
2897 2053 293 Tris 1.8M 1.8M 1.7M Memory 410MB 1.40GB 774.2MB
147.
147
148.
148
149.
149 — —
150.
Q&A
151.
151 — — —
152.
152 — — — —
153.
153 — — —
154.
154 — — —
Descargar ahora