Montreal-based cutscene production company Hibernum presented their R&D for offline rendering with Unity at UniteBoston, including multi-pass motion blur and DOF. As a proof of concept they also passed Unity scene data to the Iray renderer for path-traced caustics, soft shadows, global illumination, and sub-surface scattering.
In early 2014, Montreal-based Hibernum Creations started work on a unified pipeline for game development and animation. Since then, the studio’s R&D team, Hibernum Labs, has been busy experimenting with in-game motion capture previsualization, interactive photorealistic rendering, and automated asset management, as well as developing Unity-based video montage and post-production tools. The result: some very promising new technologies and some very valuable lessons learned. Get the details from Etienne Whittom, head of Hibernum Labs, and Patrick Roussel, systems engineer at the Digital Imagery Research and Development Centre (CDRIN).
[relatedpost limit=5 position=none thumbwidth=240 thumbheight=140 size=20 color=#666666 hovercolor=#FFFFFF]