Jesper Mortensen (@pigselated) 's Twitter Profile
Jesper Mortensen

@pigselated

Lead Graphics Engineer at Unity Technologies, previously engineer at Geomerics on the Enlighten SDK. Loves all things lighting. These are my personal views.

ID: 270536465

calendar_today22-03-2011 20:09:08

1,1K Tweet

1,1K Followers

225 Following

Unity for Games (@unitygames) 's Twitter Profile Photo

GPU Lightmapper gives you a faster interactive workflow when you’re setting up and tweaking the lighting in your scene. Get more info on how we designed it & let us know what you think! on.unity.com/2HuaRiS

Eric Heitz (@eric_heitz) 's Twitter Profile Photo

This morning @afrenchdutch benched the performance of our EGSR blue-noise algorithm in Unity. At 1080p it takes 0.6ms on an NVIDIA 2080 (the blue-noise optimization, not the rendering). We meant it for offline but it is definitely to be considerated for real-time as well.

This morning @afrenchdutch benched the performance of our EGSR blue-noise algorithm in Unity. At 1080p it takes 0.6ms on an NVIDIA 2080 (the blue-noise optimization, not the rendering). We meant it for offline but it is definitely to be considerated for real-time as well.
rob cupisz (@robcupisz) 's Twitter Profile Photo

Here it is! We’ve just completed 𝐓𝐡𝐞 𝐇𝐞𝐫𝐞𝐭𝐢𝐜 ...the short film we’ve been working very hard on for a while now, and the full thing is out now! 😁 Featuring your favourite robo sidekick, Boston 🦉🧶 #unity #unity3d youtu.be/iQZobAhgayA

Unity for Games (@unitygames) 's Twitter Profile Photo

We’ve got new lighting features for you in Unity 2020.1 beta! 🕯 Russian Roulette is a new method that reduces the total bake times when calculating Global Illumination. Read more about this and other updates on our forum: on.unity.com/2JdJ3PP

Unity for Games (@unitygames) 's Twitter Profile Photo

Our new 2020.1 beta feature Calculated Pack Margin makes it easy to avoid UV overlapping artifacts and to get clean and correct lightmaps! Notice dark artifacts around the objects' edges caused by the UV overlaps in the Manual Pack Margin. Learn more: on.unity.com/2RiAlnI

Our new 2020.1 beta feature Calculated Pack Margin makes it easy to avoid UV overlapping artifacts and to get clean and correct lightmaps! Notice dark artifacts around the objects' edges caused by the UV overlaps in the Manual Pack Margin.

Learn more: on.unity.com/2RiAlnI
Unity for Games (@unitygames) 's Twitter Profile Photo

Achieve realism in baked lighting scenes with Baked Light Cookies, this allows for using IES light profiles. Join Unity 2020.1 beta to try out this feature early: on.unity.com/2XVnzzF

Achieve realism in baked lighting scenes with Baked Light Cookies, this allows for using IES light profiles.

Join Unity 2020.1 beta to try out this feature early: on.unity.com/2XVnzzF
Unity for Games (@unitygames) 's Twitter Profile Photo

💡Change lighting settings on multiple scenes and have more control in multi-bake scenarios with the new Lighting Settings Asset feature. Try this feature early in Unity 2020.1 beta. Get info on our forum! We're looking forward to hearing your feedback: on.unity.com/2yzYjoj

rob cupisz (@robcupisz) 's Twitter Profile Photo

We have just released the Digital Human package! It includes all the Unity tooling driving Gawain, the main character from The Heretic demo, and the character itself 🥳 Code is free to use, model for non-commercial use. github.com/Unity-Technolo… #unity3d

We have just released the Digital Human package!

It includes all the Unity tooling driving Gawain, the main character from The Heretic demo, and the character itself 🥳

Code is free to use, model for non-commercial use.
github.com/Unity-Technolo…
#unity3d
Rasmus Rønn Nielsen (@raroni86) 's Twitter Profile Photo

For Unity3D (inactive) Hackweek 2020 my group (Peter Bay Bastian Jesper Mortensen Tobias A. Franke (@[email protected]) Pema99) implemented raytracing based on texture-encoded SDFs. We used this to generate directional occlusion probes at runtime. Next step is to use this to do realtime GI!

Tobias A. Franke (@thefranke@graphics.social) (@thefranke) 's Twitter Profile Photo

For Hackweek 2020 we (Peter Bay Bastian Jesper Mortensen Pema99 Rasmus Rønn Nielsen) implemented occlusion probes sampled from SDFs. The spaceship's transfer is modulated by the occlusion sampled from the probe field before computing the dot product with the sky's SH. Now: IBL shadows. Next: GI.

Rasmus Rønn Nielsen (@raroni86) 's Twitter Profile Photo

At Unity3D (inactive) hackweek our team made a Minecraft clone. Inspired by Teardown I implemented voxel traced sky occlusion and got it to work with Universal Render Pipeline. Runs surprisingly well on my 2015 Macbook. Great fun! 🤓

Olli Queck (@queckolli) 's Twitter Profile Photo

This scene is almost done - cleanup & final rendering soon. Unity3D (inactive)'s gpu lightmapper is wonderful by now! #madewithunity #HDRP #realtimevfx

This scene is almost done - cleanup &amp; final rendering soon. <a href="/unity3d/">Unity3D (inactive)</a>'s gpu lightmapper is wonderful by now!
#madewithunity #HDRP #realtimevfx
Unity (@unity) 's Twitter Profile Photo

We’re so excited about our collaboration with Apple, and how devs can use our RT3D tools to bring new and existing apps and games to Apple Vision Pro and create incredible spatial experiences for users. Learn more: on.unity.com/3WMDixv

We’re so excited about our collaboration with <a href="/Apple/">Apple</a>, and how devs can use our RT3D tools to bring new and existing apps and games to Apple Vision Pro and create incredible spatial experiences for users. 

Learn more: on.unity.com/3WMDixv