Sanofi Genzyme - Atopic dermatitis
client : Business Stratégie Communication Category : DevelopmentAugmented reality application for the occasion of a trade show for Sanofi laboratories via Business Stratégie Communication. The application is an internal application for doctors on the show to understand the mechanisms of atopic dermatitis.The application was used mainly on iPad tablets, but it was also available for Android.
The app uses Vuforia for 2d marker recognition (2 markers only). I had to develop a camera movement smoothing system to avoid AR-related tracking shakes when moving too far away from the marker. The refraction shaders were made using Shader Graph (see my tests about it).
Unity 3d 2021.1.28f1 + Vuforia 10.3.2
Sanofi augmented reality
client : Business Stratégie Communication Category : DevelopmentAs part of an event in a show for Sanofi via BSC, I developed an iPad augmented reality application.
The Vuforia-based application detects a series of markers in a tunnel specially created for the occasion at the show. These markers describe the inflammatory processes in the bronchial system.For the occasion, the new URP (Universal Render Pipeline) engine from Unity 3d (C#) was used as well as Shader Graph for the design of specific shaders (notably refraction and Fresnel). Due to the large number of elements to display, the application has been the subject of many optimizations.
Smartphone refraction
Category : NoneRefraction simulation and more generally transparency on smartphone is a rather expensive luxury. However, thanks to Shader Graph, it is possible to quickly prototype a shader which allows this at a lower cost. This is what I tried to produce on this test.
A parametric triplanar noise is used for the deformation of the vertices, but also the normal map, as well as the deformation of the background video texture. This texture is then applied to the object on its emission channel and its albedo with a bit of Fresnel. The result is far from being a true refraction of course, but for the smartphone, and given the few resources that this requires, it works pretty good.
I am using this shader in a production being finalized in augmented reality which will not fail to appear very soon here.
Unity 3d 2019 (C#) + URP + Shader Graph 0.7
Unity fallback realtime raytracing
Category : NoneUnity recently added real-time raytracing to its latest version (2019.3.x). This is mainly due to the significant advances of Nvidia. Until now, this functionality was only available on the latest RTX graphics processors from Nvidia. However, recently, this functionality has been extended to older GPUs (but with slightly lower performance of course).
The result is still far from perfect, but rather encouraging. If we consider that raytracing under Unity is still in the development phase (beta), we can expect many more developments.
On this demo, the reflections are clearly exaggerated, but it seems that by decreasing them, they disappear. Perhaps it is due to the still groping Unity library, or the limited fallback on my GTX 1080. Anyway, the indirect reflections in real time, the refraction, as well as the reflections are rather impressive.
A few years ago, I had tested a library unfortunately abandoned by its developer (Rove 3d), hoping to be able to render high quality renderings at runtime. Perhaps Unity's real-time raytracing is a first step in this direction ...
More tests will follow on this exciting feature.
A piece of Unity ?
Category : NoneI've declined the 3d model made in Zbrush a few weeks ago in a low poly version to try to get something similar in Unity. A good facture of sub sufrace scattering is difficult to get in real time, and the result is certainly not up to the original model precalculated, but the shaders transcribe well the glazed appareance. Let's play with the density for the most improbable results ... (Unity 3d webplayer needed)
Blue glass
Category : GraphicsA try to render a dispersion refraction under vray. The render time is very expensive, but the result is interesting.
Initiative Christmas card
client : initiative Category : GraphicsA greeting card printed on heavyweight matte paper. The glass strip was modeled and rendered in 3D Studio and After Effect. The rest of the composition (integration of photos and colorimetry) was completed in Photoshop.