My new work
LBE VR experience of Maya civilization. 300m² space, 30 participants, HTC Vive Focus 3, 45-minute sessions powered by Unreal Engine 5.
#VR#Maya#ImmersiveExperience#LBE#UnrealEngine
Look up! BRINK Traveler's skies just got a major upgrade - featuring animated clouds, real-world star alignment, and a Constellations Mode so you can point to reveal all 88 constellations.
The Dynamic Skies & Stars update is out now on #MetaQuest! 🌥️🌌
https://t.co/GMpotzGJ0S
Unlock the power of Polar UVs 🌀
A classic way to achieve more with your tiling textures! Here is how to implement the cartesian to polar custom function material to your Polar UVs #realtimeVFX#UnrealEngine#gamedev#VFX#UE5
In addition to sculpting, Voxel Plugin 2 will have a fully non-destructive stamp-based workflow
In other words: you'll be able to use any mesh you want to shape the terrain, and if you need to move them 6 months later, you can!
Here I'm making a simple cave with 3 meshes
Pepe Buendia and Agustin Gonzalez unveiled the Cloth Curves Toolset for #Houdini, a new approach to fabric and clothing creation that relies solely on curves, aiming for more realistic and dynamic results.
Learn more: https://t.co/xcf4sP2dtH
@sidefx#simulation#3d
Sometimes I think I should have switched to lighting art back in the days :D every time when I have my environment, I do not know what I enjoy more - creating it or relighting the environment 😂
3D Lighting Artist Alan Rosenfeld shared his latest R&D, showcasing the use of the Ultra Dynamic Sky plug-in on the shaders of a #MetaHuman in @UnrealEngine 5.
See more: https://t.co/PmmcQAIm2R
#ue5#unrealengine5#vfx#gamedev
Here's another project of mine. A world where everything is mushrooms 🍄 Still figuring out the smaller details but I'm pretty happy with where it's at right now. Whatcha think? :)
#UnrealEngine#UnrealEngine5#gamedev
SplatLoc: 3D Gaussian Splatting-based Visual Localization for Augmented Reality
Contributions:
• We propose an efficient and novel visual localization approach
based on 3D Gaussian primitives that achieves accurate localization performance and high-quality, fast rendering with
fewer parameters.
• We introduce an unbiased 3D descriptor learning strategy for
precise 2D keypoints and 3D Gaussian primitives matching,
using a scene-specific 3D feature decoder to regress the feature volume from multi-view feature maps.
• We develop an effective salient 3D landmark selection algorithm to reduce the number of primitives used for localization.
Additionally, to mitigate the Gaussian primitive center shift
induced by photometric rendering loss, we apply regularization on the location and scale of key Gaussian primitives.
• We conduct extensive experiments to demonstrate the state-of-the-art and comparable performance of visual localization
and high-quality novel view rendering.