November 15, 2021
This is part of a series of workshops covering 3D game engines and animation software for research and data visualization. Registration to all parts of this series is not required, but each workshop will expect a different level of experience, which will be acquired if the viewer attends all events.
Modern 3D game engines and computer hardware can render convincing graphics, rivaling that of pre-rendered 3D animations. But video games still require special optimization techniques and tricks. This relates directly to the perceived capabilities for data visualization and serious applications: we can generate and render thousands of interactive objects in a game engine. But what about millions?
This workshop will go over different techniques to render as many objects as possible at once in Unity3D, with the context of visualizing data as a point-cloud. Examples will include (but not be limited to) GPU Instancing, Unity’s Particle System, and Compute Shaders. It is strongly recommended that attendees be familiar with Unity3D prior to this workshop to get the most out of the session. The examples shown will be provided to registered users to try with a installation of Unity3D (if trying on your own machine, you will need to install Unity3D in advance).
Please register at least 48 hours in advance.