{"id":505,"date":"2019-11-30T04:05:20","date_gmt":"2019-11-30T04:05:20","guid":{"rendered":"https:\/\/www.danielparente.net\/en\/2019\/11\/30\/achieving-theater-quality-anime-with-unity\/"},"modified":"2019-11-30T04:05:20","modified_gmt":"2019-11-30T04:05:20","slug":"achieving-theater-quality-anime-with-unity","status":"publish","type":"post","link":"https:\/\/www.danielparente.net\/en\/2019\/11\/30\/achieving-theater-quality-anime-with-unity\/","title":{"rendered":"Achieving theater-quality anime with Unity"},"content":{"rendered":"<p> [ad_1]<br \/>\n<\/p>\n<div>\n<p>Japanese animation studio Graphinica, Inc., creators of innovative TV and cinema animation productions, set out to discover whether it\u2019s possible to produce theater-quality anime using real-time rendering. We collaborated with the studio to develop a proof of concept, then shared the results at Unite Tokyo.<\/p>\n<p><a href=\"http:\/\/www.graphinica.com\/en\/\" target=\"_blank\" rel=\"noopener noreferrer\"><span style=\"font-weight: 400;\">Graphinica, Inc.<\/span><\/a><span style=\"font-weight: 400;\"> has been producing 2D and 3D animation projects for more than a decade, handling most of the production in-house. This September, the studio released the animated film <\/span><a href=\"https:\/\/hello-world-movie.com\/\" target=\"_blank\" rel=\"noopener noreferrer\"><i><span style=\"font-weight: 400;\">HELLO WORLD<\/span><\/i><\/a><span style=\"font-weight: 400;\"> to theaters across Japan.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The majority of the <\/span><a href=\"https:\/\/www.youtube.com\/watch?v=shoWFRnNoWw\" target=\"_blank\" rel=\"noopener noreferrer\"><span style=\"font-weight: 400;\">film<\/span><\/a><span style=\"font-weight: 400;\"> was made using traditional pre-rendering techniques, although the studio also used Unity tools to create backgrounds for scenes where the main character dives into a virtual space. This enabled the animation team to iterate faster, according to Nao Hirasawa, Graphinica\u2019s managing director. \u201cThe speedy trial-and-error enabled by real-time rendering software is indispensable for meeting increasing consumer demand for high-quality films delivered in a timely fashion.\u201d\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Even before the film was released, the team wondered whether they could use Unity\u2019s real-time tools for more challenging scenes involving extremely complicated rigs, cinema-quality high meshes, and precisely controlled shadows, while still achieving the same theatrical quality.<\/span><\/p>\n<div id=\"attachment_84293\" style=\"width: 2009px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/blogs.unity3d.com\/wp-content\/uploads\/2019\/11\/image1-4.jpg\" target=\"_blank\" rel=\"noopener\"><img fetchpriority=\"high\" decoding=\"async\" aria-describedby=\"caption-attachment-84293\" class=\"wp-image-84293 size-full\" src=\"https:\/\/blogs.unity3d.com\/wp-content\/uploads\/2019\/11\/image1-4.jpg\" alt=\"\" width=\"1999\" height=\"1333\" srcset=\"https:\/\/blogs.unity3d.com\/wp-content\/uploads\/2019\/11\/image1-4.jpg 1999w, https:\/\/blogs.unity3d.com\/wp-content\/uploads\/2019\/11\/image1-4-768x512.jpg 768w, https:\/\/blogs.unity3d.com\/wp-content\/uploads\/2019\/11\/image1-4-1536x1024.jpg 1536w\" sizes=\"(max-width: 1999px) 100vw, 1999px\"\/><\/a><\/p>\n<p id=\"caption-attachment-84293\" class=\"wp-caption-text\">Nao Hirasawa at Unite Tokyo.<\/p>\n<\/div>\n<p><span style=\"font-weight: 400;\">To make it work, Graphinica teamed up with Unity Technologies engineers. The teams planned a proof of concept exercise to reproduce scenes from <\/span><i><span style=\"font-weight: 400;\">HELLO WORLD<\/span><\/i><span style=\"font-weight: 400;\"> \u2013\u00a0but this time, with real-time rendering using animation production tools currently in development.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">This project mainly involved implementing two technologies: real-time ray tracing and shadow effect technology, specialized for limited animation. The latter technology, <\/span><a href=\"https:\/\/github.com\/unity3d-jp\/RaytracedHardShadow\" target=\"_blank\" rel=\"noopener noreferrer\"><span style=\"font-weight: 400;\">Raytraced Hard Shadow<\/span><\/a><span style=\"font-weight: 400;\">, made it possible for Graphinica to produce the same level of high-quality, highly accurate, pre-rendered anime-style shadow effects in real-time.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Technology for outputting complex high-mesh data from digital content creation (DCC) tools for real-time replay in Unity also played an important role. The VertexCache feature added to <\/span><a href=\"https:\/\/github.com\/unity3d-jp\/MeshSync\" target=\"_blank\" rel=\"noopener noreferrer\"><span style=\"font-weight: 400;\">MeshSync<\/span><\/a><span style=\"font-weight: 400;\">, a live link for connecting to DCC tools, helped create a workflow for importing animations with complex rigs directly from DCC tools into Unity.<\/span><\/p>\n<p><a href=\"https:\/\/drive.google.com\/file\/d\/1T45sbtOBe9_pom5sIZ5et4Pga4TNP4g8\/view\" target=\"_blank\" rel=\"noopener noreferrer\"><span style=\"font-weight: 400;\">Watch the demo<\/span><\/a><span style=\"font-weight: 400;\"> Graphinica presented at Unite Tokyo to learn how they used Unity to recreate scenes at theatre quality.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">\u201cUnity holds a lot of potential for improving the production process by smoothing out coordination between creators and engineers,\u201d said Hirasawa.<\/span><\/p>\n<h2><b>Real-time solutions for the Japanese anime style<\/b><\/h2>\n<p><span style=\"font-weight: 400;\">Hiroki Omae, Regional Director of Unity in Japan, said: \u201cThis is just the first step by Unity towards creating tech for Japanese anime, and we\u2019ll definitely continue developing these tools.\u201d\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Take a look at the session from this year\u2019s Unite Tokyo<\/span><a href=\"https:\/\/youtu.be\/zLQ9oY08p84?t=4809\" target=\"_blank\" rel=\"noopener noreferrer\"> <span style=\"font-weight: 400;\">Keynote<\/span><\/a><span style=\"font-weight: 400;\">, where Graphinica walked through the experiment, the solution, and the before-and-afters.<\/span><\/p>\n<\/p><\/div>\n<p>[ad_2]<br \/>\n<br \/><a href=\"https:\/\/blogs.unity3d.com\/2019\/11\/26\/highlights-from-unite-tokyo-2019-achieving-theater-quality-anime-with-unity\/\" target=\"_blank\" rel=\"noopener\">Source link <\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>[ad_1] Japanese animation studio Graphinica, Inc., creators of innovative TV and cinema animation productions, set out to discover whether it\u2019s possible to produce theater-quality anime using real-time rendering. We collaborated with the studio to develop a proof of concept, then shared the results at Unite Tokyo. Graphinica, Inc. has been producing 2D and 3D animation [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":506,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":"","jetpack_post_was_ever_published":false},"categories":[1],"tags":[],"class_list":["post-505","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-uncategorized"],"blocksy_meta":[],"jetpack_featured_media_url":"https:\/\/e928cfdc7rs.exactdn.com\/info\/uploads\/sites\/3\/2019\/11\/Achieving-theater-quality-anime-with-Unity-scaled.jpg?strip=all","jetpack_shortlink":"https:\/\/wp.me\/p2TFCd-89","jetpack_sharing_enabled":true,"jetpack-related-posts":[],"_links":{"self":[{"href":"https:\/\/www.danielparente.net\/en\/wp-json\/wp\/v2\/posts\/505","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.danielparente.net\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.danielparente.net\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.danielparente.net\/en\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.danielparente.net\/en\/wp-json\/wp\/v2\/comments?post=505"}],"version-history":[{"count":0,"href":"https:\/\/www.danielparente.net\/en\/wp-json\/wp\/v2\/posts\/505\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.danielparente.net\/en\/wp-json\/wp\/v2\/media\/506"}],"wp:attachment":[{"href":"https:\/\/www.danielparente.net\/en\/wp-json\/wp\/v2\/media?parent=505"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.danielparente.net\/en\/wp-json\/wp\/v2\/categories?post=505"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.danielparente.net\/en\/wp-json\/wp\/v2\/tags?post=505"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}