Production Pipelines with Unity on the Windows Mixed Reality Platform

Windows Mixed Reality Training:
Learn to create a complex application for Windows Mixed Reality

This course will provide students with the ability to create and publish high quality 3D visualizations of content in the Unity engine by utilizing Physically Based Rendering (PBR) assets. The generated output is platform neutral and can be applied to any application type, being it head-mounted displays like Microsoft Hololens, desktop, mobile or any AR/VR/MR scenario like Windows Mixed Reality.

Training content

Geometry exchange between Unity and other software packages

  • Getting the right geometry into Unity via any of the commercially and freely available software packages can be quite tricky. What transfers into Unity and how is the key to setting up the content in Unity for proper shading. The pitfalls of geometry formats are discussed and practical applications of the exchange is shown. Animation transport and separation of mesh shells are some of the deep topics discussed here.

Polygons, Textures and UV sets

  • Setting up geometry and it’s various properties like normals and shading discontinuities is a basic requirement to have clean surfaces to display. Proper textures and their access in shaders are a very important point to accurately display good looking objects in Physically Based Rendering. UV coordinates and their grouping into sets allows for flexibility when shading an object. The module discusses setup of all these relevant parts in a genralized form across applications and how they’re actually used and accessed in Unity through their shader interfaces.

Shaders and Materials

  • Understanding the shaders and their corresponding materials inside of Unity is the next step for completing the visualization. Here, all parts are integrated into a complete renderpass, taking
    surfaces, textures, lights and other influences to produce properly shaded pixel output. These concepts need to be understood at every turn to get the right output from the right input.

Physically Based Rendering in theory

  • The finishing touches for displaying special effects like glare and proper anti-aliasing is the domain of post-effects that are applied to the final output of the scene rendering. The module show examples of Unity’s abilities to gloss up the final picture. Performance is an important consideration in this scenario and will be investigated by the students.

Post-Processing of content

  • The finishing touches for displaying special effects like glare and proper anti-aliasing is the domain of post-effects that are applied to the final output of the scene rendering. The module show examples of Unity’s abilities to gloss up the final picture. Performance is an important consideration in this scenario and will be investigated by the students.

Further information

Target audience
Students who are already experienced in producing Unity content with textured 3D graphics coming from various companion packages like Cinema, 3DSMax, blender, Maya, etc.

Pre-Requisites
Attendees must have completed basic Unity training and exhibit a solid understanding of the programming process to apply to their scenes for proper interactivity. Cross-application knowledge in 3D packages for modeling and texturing 3D graphics is needed to be able to follow the graphical parts of the course.

more information

Price:

€ 1.590,00 plus VAT
€ 1.892,10 incl VAT

Duratiom:
3 days