Unite Beijing 2018 | Some exciting topics in the technical session were exposed

There is only one and a half months left until the opening of Unite Beijing 2018 on May 11-13, when Unity technology experts, industry elites and global partners from all over the world will bring you more than 80 unprecedented technical speeches covering Unity Cross-platform content development experience, benchmarking industry applications and classic case sharing of Made with Unity, etc. Today, we will be the first to expose some of the exciting topics of the technical session for you!

Unite Beijing 2018

Conference time: May 11-13, 2018 
Conference venue: Beijing National Convention Center 
Conference official website: Unite2018.csdn.net

The original price of 1,500 yuan for the Unite technology pass is currently on sale at 40% off! Group purchase tickets, student tickets are more favorable, seize the opportunity to buy tickets!

Please visit the official website of the conference, Unite2018.csdn.net  (Unite2018.csdn.net) to purchase!

Exclusive benefits of the Unite Tech Pass

Participate in the Unite Keynote and Party on the evening of May 11th. 
There will be four technical special sessions on May 12-13, all exhibition areas and the Made with Unity experience area. 
Including lunch on May 12-13, and free drinks at the Unite Party on May 11. 
Get a limited-edition merchandise pack from Unite. 
Unite Training Day is not included with the Unite Tech Pass.

Exciting topics in the technical session

High-End Real-Time Rendering: A Beautiful Meeting of Games and Movies 
Unity has always been committed to creating excellent real-time rendering works. In recent years, the Unity Demo team has created works such as the "Adam" series and "Book of the Dead" that demonstrate Unity's powerful rendering technology.

At this Unite conference, Unity technical engineer Mathieu Muller will use his rich experience in film and television animation production and rendering engine development to systematically sort out Unity's experience in film and animation creation, and introduce in detail how to use the new features in Unity 2018. The first generation of Unity HD Render Pipeline to develop high-definition rendering pipelines with photorealistic quality.

"Windup": Quality real-time rendering in animation function 
We just introduced the test scene of the latest Unity real-time rendering animation "Windup" by Unity's global technical art director Jiang Yibing, which has aroused enthusiastic response from everyone.

In this conference, Jiang Yibing will show how she started from concept in a test scene of "Windup", went through color script writing, Timeline setting, camera construction, character creation, scene construction and lighting control, and finally the production process of animation. . If you are interested in real-time rendering and technical art, you must not miss the speech with Jiang Yibing, the world's top technical art expert.

Recreate Reality Scenes in Unity - A photo-based game production pipeline 
created with Unity 2018's Book of the Dead takes Unity real-time rendering quality to another level never seen before. This work utilizes a large number of rendering features newly added in the 2018 version of Unity, including the Scriptable Render Pipeline programmable rendering pipeline, the Post-processing Stack v2 post-processing effects package, the Unity Shader Graph shader view, and more. More importantly, the creation of Book of the Dead made extensive use of the method of reconstructing 3D models and texture resources from real photos.

Zhang Liming, Technical Director of Unity Greater China, will reveal the creative process of "Book of the Dead" for everyone. If you are a developer who pursues real AAA-level rendering effects, this speech is not to be missed. 

Use ProBuilder to quickly create virtual worlds in 
Unity In the 2018.1 version of Unity, ProBuilder will officially become a native part of Unity, which will solve the shortcomings that cannot be modeled directly in Unity, allowing developers to freely perform primary modeling in Unity , and even offer the possibility of fine modeling.

Yang Dong, Technical Director of Unity Platform Department, will focus on how to apply the function points of ProBuilder to level development, sort out and deconstruct the various function modules of ProBuilder, and help you understand the powerful functions of ProBuilder. 

Machine Learning in Unity 
Do you want to learn more about how to make various virtual training scenarios using the Unity machine learning framework? Unity has just released the latest ML-Agents v0.3 beta version of Unity’s machine learning agent tool, which allows developers to use the Python API in the Unity environment to apply the power of machine learning to game production and various virtual reality simulations.

Many machine learning methods from various machine learning frameworks including Reinforcement Learning, Neuroevolution are packaged in the current API. This speech will introduce the use, tuning and some practical case sharing of the Unity machine learning framework. 


Using Unity 
Custom Render Textures to Realize Cool Effects use it in the material. This is useful for performing various complex simulations, such as: water caustics, ripple simulations of raindrop effects, or liquid splashes on walls. A scripting and shader framework is also provided to help with more complex configurations such as partial or multi-pass updates and different update frequencies.

This speech will start from the workflow of custom rendering texture design and development, combined with actual cases, to explain the method of making this function, so as to help developers understand how to use custom rendering textures.


Low- level analysis of iOS memory 
In the App Store, the primary reason for giving a one-star review is that the program crashes due to insufficient memory. iOS is very strict about memory limits and will kill any app that doesn't meet specific memory limits. The hardest part of this is how close the game is to the limit and how many bytes it needs when it runs.

In the main body of this talk, you will learn the low-level details of iOS memory, how to use Unity Profiler, Xcode, and Instrument to compile data, how to use these tools to discover where in the game is consuming the most memory, and how to optimize accordingly . 



Geometry Shaders and Compute Shaders 
in Unity This talk will focus on Shaders that are less commonly used in Unity's common rendering pipelines, starting with a review of familiar rendering pipelines, introducing the role of Geometry Shaders in rendering pipelines, and using them in Unity Geometry Shader to achieve more realistic grass rendering.

In addition, the role of Compute Shader will be introduced, and the method of using Compute Shader to realize the calculation of community simulation in Unity and improve the efficiency of operation will be shared. 


Best Practices for 
Lightmap Baking Lightmap baking is an essential step in the current game project production process, but there are many lightmap baking parameters, and many developers are struggling with how to adjust the best visual effects. Each parameter adjustment brings time consumption waiting for the baking to complete.

This speech focuses on baking effects, baking time and Lightmap memory usage, and describes some best practices for adjusting and optimizing the baking system, aiming to allow developers to get the best baking results in the shortest time and optimize the memory usage of Lightmap. 


more exciting

The above are just some of the topics of the Unite technology session. Have you been looking forward to this year's Unite Beijing 2018 conference? Game development is not an easy task. It not only requires rich creativity, learning first-class development experience, but also mastering the tools and skills required in game development.

5月11日,我们将会在Unite大会现场举办Training Day开发者训练日,通过一整天系统的课程学习,开发者可以掌握Unity最新的功能和应用,帮助你在游戏开发中达到事半功倍的效果!抓紧时间访问[Unite Beijing 2018官网](Unite2018.csdn.net)来进行报名吧!

更多精彩技术议题,重磅嘉宾和大会日程即将曝光,请保持关注!



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