UE4 Animation and Physics Technical Showcase | GDC 2017

In this GDC 2017 session, members of the Unreal Engine 4 development team demonstrate several exciting upcoming animation and physics features for the engine. These include new workflows for previewing and editing animation, new tools for creating physics simulations with improved quality and performance, and other ways to improve the quality of digital characters. Our goal is to allow teams of all sizes to easily make cutting-edge, engaging experiences!

As part of this showcase, 3Lateral presents Gene Splicer, its novel approach to parametric modeling of avatars embedded in Unreal Engine, which is both a production and runtime solution for democratizing high-end character rigs. Gene Splicer evaluates the appropriate rig for the animated avatar created by user, and this all happens in milliseconds. This solution is based on a database of scanned people, and through this database approach we’re generating truly unique characters with appropriate facial gestures for their anatomy, while keeping the ability to use the same animation across the created population. This technology is not just high-quality, but is also highly optimized for both high-end cinematics and VR applications.

Unity Keynote: GDC 2017

GDC 2017 San Francisco, Unity Technology bigwigs CEO John Riccitiello, CTO Joachim Ante, Technical Director Lucas Meijer, Founder David Helgason, present the Unity Keynote presentation. Topics include Unity5.6 beta with demonstrations of the progressive lightmapper, Vulcan and Metal, a built-in 4K video player, and a new component-based system for NavMesh creation.

Unity 5.6 will be released March 31st.

After 1:10:00, the topic changes to what is coming under Unity 2017 including a scriptable render loop for customized GPU pipelines, C# multi-threading, deploying updates directly onto (unspecified) device platforms, a new focus on Artists & Designer tools, Visual Scripting, “intelligent” artist workflows based on platform optimization presets and platform-aware assets, Timeline and Cinemachine, and VR storytelling.

Unigine 2

UNIGINE is designed to handle virtual worlds of unprecedented scale without limits. Unigine features 64-bit double precision math (instead of regular 32-bit float precision) to define coordinates of objects in the virtual scene. Therefore it is possible to create virtually unlimited worlds with the highest level of detail (maximum coordinates are effectively 536,870,912 times larger than for 32-bit float precision). Game engines normally operate with float precision only.

In the virtual scene, object transformations (including locating, rotating and scaling), animation and physics implementation with float precision lead to a positioning errors, which in turn cause objects to jitter. Positioning errors also may lead to a vertex collapse so a mesh will have distorted shape.
In reality, float precision limitations are noticeable even on scenes larger than 10×10 km due to the accumulation of positioning errors, so double precision should be used for anything larger to maintain accuracy.


UNIGINE supports very detailed terrain up to thousands of kilometres in size. Large-scale natural locations and dense urban environments can be easily filled with objects thanks to the automatic placement system based on layered density masks.

Some examples include:
• Coast-to-coast transportation
• Detailed urban planning projects
• Countrywide military operations
• Flight simulators of the continent scale
• Space mission simulation



Unity 5.5 & Beyond: Graphics Demos

Live demonstrations of a handful of upcoming Unity graphic improvements, including shader instancing with Apple’s Metal, an Image Sequencer Tool that imports video frames and creates an animated texture atlas, a unified Image Effects component combining color correction, depth of field, and temporal anti-aliasing in fewer drawcalls, and finally improvements to Unity’s global illumination lightbaking.

* Filip Iliescu (Strategic Partnership Manager & R&D Developer, Unity Technologies) – Metal for iOS, tvOS, and macOS, Metal instancing demo
* Lucas Meijer (Technical Director, Unity Technologies) – Artist tooling, Image Sequencer demo
* Matt Dean (QA STE – Graphics, Unity Technologies) – Post Processing demo
* Juan Martinez (Technical Artist, Playful Corp) – Progressive light mapper, sneak peek of Playful’s next project