Unity 3D Rolfe Bozier 24-Apr-2017

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Presentation transcript:

Unity 3D Rolfe Bozier 24-Apr-2017 This work is licensed under a Creative Commons Attribution 4.0 International License.

What is Unity 3D? Multiplatform game development engine 2D and 3D games Features rendering, animation, gameplay, audio, networking, VR, multiplayer, ads, analytics, multi-platform deployment, ... This work is licensed under a Creative Commons Attribution 4.0 International License.

Its use as a research tool Used extensively as a research tool - many research papers crowd simulations action recognition virtual dressing room role playing simulations robot motion visualisation How is it relevant to CiSRA? rendering, animation, gameplay → realistic human motion simulation augmentation of real video data creation of new synthetic data This work is licensed under a Creative Commons Attribution 4.0 International License.

Functionality Firstly, what it doesn't do (easily) character appearance / artwork Usually imported from modelling software (Maya, Poser, Quixel, 3ds Max etc) changing character editing appearance creation of human animation from scratch photorealistic effects (hair movement, clothing draping, skin lighting) OK, what can it do for current CiSRA work? scene rendering (camera, scene construction, appearance, lighting) animation of characters (body movement, fingers, faces etc) construct sequences of actions automation – unsupervised rendering of programmed sequences This work is licensed under a Creative Commons Attribution 4.0 International License.

Human simulation - appearance Rendering camera, lighting and shadows textures (material, bumpmaps, mipmaps, reflections, procedural, …) shaders (albedo, emission, specular, gloss, alpha, normal, …) post-render effects (blur, flare, halo, fog, depth-of-field, …) Scene construction 3D primitives (cube, plane, sphere, cylinder, capsule, quad) 3D models, meshes, terrain Characters skeleton = bones and joints, the basis for animation rigged mesh = the body and clothing attached to the skeleton animation = how the skeleton should move This work is licensed under a Creative Commons Attribution 4.0 International License.

Human simulation - motion Animation is defined by motion clips motion capture created in animation software Usually in the form of a skeleton with bone motion individual bone motion + overall root motion Retargeting applying a motion clip to another compatible character muscle settings define response to motion one animation can be used by many characters many animations can be used by a character We want to do more than just work with animations from somewhere else… This work is licensed under a Creative Commons Attribution 4.0 International License.

Human simulation - motion Unity can create new animations from existing ones Motion blending sequentially combine animations smoothly transition from one motion to another blend curves control the interpolation of bones movement smoothly go from standing to walking to running, etc Motion masking apply different animations to different parts of the body e.g. combine standing (lower body) with a waving action (upper body) e.g. animate a face independently of the body actions Inverse kinematics move hand/foot and have the rest of the body follow e.g. climbing stairs, walking up ramps, picking up objects This work is licensed under a Creative Commons Attribution 4.0 International License.

Human simulation - behavioural Animation controllers a state machine defining the actions a character performs each state specifies a motion to be performed transitions are initiated by events or scripts transitions are controlled by motion blends This work is licensed under a Creative Commons Attribution 4.0 International License.

Human simulation - behavioural We can create semi-autonomous characters that can navigate through a scene Unity’s navigation and pathfinding system controls where characters can go Navigation meshes control where a character can move A goal defines the desired location Obstacles must be avoided Unity will move the character to the goal in a realistic motion This work is licensed under a Creative Commons Attribution 4.0 International License.

Human simulation - physics So far we have dealt with predetermined animations Unity has support for physics-controlled movement Gravity, friction, inertia, forces, collisions, bounce Collision detection Characters are normally animated by motions only alternatively you can enable ragdoll animation usually used for having a character collapse This work is licensed under a Creative Commons Attribution 4.0 International License.

Programming in Unity Built-in scripting - C# + .Net Everything is a “Game Object” Consistent, rich API to interact with them Events can enable new actions timers collisions & triggers visibility at a specific point in an animation initiated by scripting object lifetime: creation, start-up, per-frame, destruction Objects can be given “artificial intelligence” to act as independent agents This work is licensed under a Creative Commons Attribution 4.0 International License.

What is the best that can be achieved? https://youtu.be/GXI0l3yqBrA?t=134 This work is licensed under a Creative Commons Attribution 4.0 International License.