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Workflow in Unity
Precautions
Performance
Editor’s VR
Workflow in Unity
Precautions
Performance
Editor’s VR
1 in Unit = 1 meter
Camera Componemt
Edit > Project Settings > Player > Other Settings
Workflow in Unity
Precautions
Performance
Editor’s VR
UI & UX
기존 게임과 전혀 다른 UI & UX
• Unity : 자습서 / VR
https://unity3d.com/kr/learn/tutorials/topics/virtual-reality/
• Oculus : Oculus Best Practices
https://developer.oculus.com/documentation/intro-vr/latest/
• Google : Designing for Google Cardboard
https://www.google.com/design/spec-vr/designing-for-google-cardboard/a-new-dimension.html
신체의 실제 움직임 정보
!=
눈으로 입력되는 패턴
Image : Super Mario
0
1
2
3
4
5
6
7
8
9
10
M/S
7
JOG
SPRINT
WALK1.5
ON/OFF
과하지 않은 움직임 카메라 회전 고정 금지 과한 가속 운동 금지
Image : http://jov.arvojournals.org/article.aspx?articleid=2122611
Scene View Game View
Workflow in Unity
Precautions
Performance
Editor’s VR
Image : oculus
Render thread
Main thread
14.3
10.65.3
5.3
5.4 7.4
11.05.4
Time in MS
Render thread
Main thread
5.4+SPSR
5.4+SPSR
SPSR+GJ
Time in MS
4.0
7.3
1.9
7.2SPSR+GJ
• CPU side
• Draw Call & Batching
• Culling
• GC spikes
• Physics
• 등등
• GPU side
• Shaders
• Texture Compression
• Polygons
• Image Effects
• 등등
• Mobile
• Very hard to optimize
• Battery usage
• Thermal Throttling
Unity Manual : Optimizing graphics performance, Mobile Developer Checklist
Workflow in Unity
Precautions
Performance
Editor’s VR
www.facebook.com.groups/unitykorea cafe.naver.com/unityhub
Thank you

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Unity & VR (Unity Roadshow 2016)

Editor's Notes

  1. 인사. 유니티 VR 컨텐츠 제작하는 것. 요즘 정말 많은분들 VR관심 유니티를통해서 VR겜/컨텐츠 준비 만들고계시. 또이미많은게임들. 본격시작 전 몇가지보여드릴
  2. 올해쇼릴영상아직제작. 작년. 영상에보신것외 많은게임들 유니티. 계획하고계시는분들
  3. 유니티에서 VR컨텐츠 제작 방법, 고려해야할주의사항, 성능에대한고려사항, 개발중에디터VR소개.
  4. 우선, 유니티에서 VR 컨텐츠 제작 방법say. 사은품=>유니티첨? 유니티에 VR 겜/컨텐츠 3D겜 만들~방법. 유니티사용법달라지x
  5. 똑같이Unity. VR용이라고다르게사용x. 기존사용~ 유니티사용하면. So,기존proj VR버전 바꾸는 방법에 대한 부담x but,1가지주의점 미터단뒤. 1유닛=1m. 1유닛기준=사용자나름 VR셋팅기본. if다른기준,->VR관련셋팅 어그러져
  6. 카메라설정 추가적 설정가능. 세퍼레이션=왼눈오른눈. 사람눈한지점몰려x 왼cam오른cam 간격. 컨버전스=시선교차지점. 사람이 사물을 바라볼 때는 두 눈의 주시선이 무한히 평행히 뻗어나가는 것이 아니라 한 지점에서 교차를 하게 됩니다. VR/3D영화 입체영상=이러한 세퍼레이션/컨버전 흉내 카메라2개. 유니티 cam컴포넌트 유니티가 자동으로 2개 영상. 아까1=1m 이것도그기준. 타겟아이 양안기본. 사실딱히건드릴x 신경x
  7. VR키려면 체크박스몇개면ok. 셋팅창VR지원체크, +버튼지원플랫폼들. 파란색=성능 이따다시언급
  8. 많은플랫폼지원. 이플랫폼들 유니티기본지원 추가적설치x 쉽게사용. 앞으로로주요플랫폼계속 최적화. 더많은플랫폼들
  9. 유니티에서기본빌트인x VR플랫폼=>스테레오캠수동,별도쉐이더,필요 유니티작동. But,플러긴, 에셋패키지, easy
  10. 유니티 게임/컨텐츠 VR플랫폼돌게 간단. 자동으로 유니티가 알아서 구현시켜 체크몇번.
  11. 첨엔 모두들 부푼 기대 기존게임을 VR버전 빌드&런 but, 모두들예상이짤
  12. 다음엔 이짤. 유니티VR플랫폼띄우는것쉽. VR에맞는컨텐츠 어떻게만드냐 전혀다른 많은고려사항 (09:00) 기념품=>기존겜컨버팅계획?
  13. So, 기존겜VR로이식 or VR컨텐츠 제작 어떤 것들 고려
  14. PC:마우스,모니터,키보드 모발:화면터치 VR:전혀x 바이브시연장겜 +VR플랫폼 many. 입력장치연동&관리hard. 폰v,콘솔컨트롤러~완전차이. 래핑,추상 기능작업중
  15. 튿히UI 기존모니터,평면,오버레이x 실제3D공간. Obj인터렉션. 예>손으로동그라미
  16. many고려사항
  17. 멀미. H/W발전, , 컨텐츠how제작영향커
  18. 우리가 그동안 학교에서 배운 멀미의 원리는 내이과잉자극설(over stimulation theory)이라고 합니다. 열차 빨리 / 자동차 울퉁불퉁=>진동 달팽이관이 있는 내이를 무리하게 자극.
  19. 하지만, 가만히 앉아서 게임을 하는데도 멀미. 이러한 영상 멀미는 감각불일치설(sensory conflict theory)로 설명이 되고 있습니다. 신체는 평소에 자신의 위치나 움직임 등을 다양한 감각 정보로 취득하지만, 영상만 보면 신체정보와 눈으로 입력되는 패턴이 일치하지 않아서 뇌가 혼란스러워하는 것입니다.
  20. 만약 1인칭플랫포머. 멀미가능성높. 3인칭상관
  21. 이동 1.5ms 회전7ds 고개각도=캠각도 가속x
  22. 사람의 눈은 조금씩 다른 좌우 영상을 좌우 각각의 망막에 각각 따로 받아들입니다. 양안시차. 뇌는 이러한 양안 시차를 토대로 입체정보로 만들어 내면서 입체영상이 만들어지게 됩니다. 그런데, 좌측 영상에는 있는 물체가 우측 영상에는 존재하지 않거나 좌측과 우측의 모습이 과도하게 다르다면, 뇌는 이 물체에 대해 제대로 지각하지 못하게 됩니다. 물체가 깜빡/평면상에있다 느껴지. 이러한 상황을 망막경합 (Retinal rivalry)  또는 양안경합 (Binocular rivalry) 이라 부릅니다. 이미지: 좌안(Left eye)의 이미지에 있는 용 케릭터가 우안(Right eye)의 이미지에는 존재하지 않아서 망막경합이 발생하게 됩니다. 사실 이건 극단적인 예시일뿐. 일부러의도x=>이런극단적인상황x
  23. but, 의도하지 않은 상황에서도 망막경합이 부분적으로 발생하는 요소가 존재하는데, 그 중 하나가 바로 스페큘러(Specualr) 라이트입니다. 특히 SF나메카닉 금속재질 스페큘러 중요. 때문에 게임에서는 간혹 스페큘라를 과도하게 사용하기도 합니다. 실제로 있을 법한 스페큘라보다 강하게 표현하게되면 블링블링 극적인 효과. But, VR 컨텐츠에서 과도한 스페큘러=> 부분적으로 망막경합. 스페큘러 라이트는 시야각에 따라 위치가 달라지기 때문에 생기는 현상입니다. 이미지 : 우주인의 어깨 부분에 맺히는 스페큘러가 좌안 이미지에는 강하게 맺히는 반면 우안 이미지에는 약하게 맺혀있습니다. 이를 뇌가 합성할 때에는 스페큘러 라이팅을 합치지 못하고 혼란스러워 하게 됩니다. 정지이미지 티x 움직이는영상 티남.
  24. 입체 영상의 이미지에서는 동일한 오브젝트가 좌안과 우안에서의 위치가 각각 다르고 이 차이를 뇌에서 합성해서 공간감을 갖게 됩니다. 하지만 이 차이가 너무 커지면 뇌에서 이를 합성하지 못하는 폭주 부족(Convergence Insufficiency) 현상이 발생합니다. 너무 가까이 있는 오브젝트는 좌안과 우안 이미지의 간격 차가 발생해서 영상이 깨지고 맙니다. So, 오브젝트를 카메라 앞에 가까이 해서는 안됩니다. 그래서, FPS 게임에서는 조준 모드일지라도 총을 너무 눈 앞에 가져다 대서는 안됩니다. 혹은 실제로도 총을 조준 사격 할 시에는 한쪽 눈을 감는 것과 마찬가지로 사용자가 한 쪽 눈을 감도록 유도해야 할 수도 있습니다.
  25. FPS 게임 제작 시에는 플레이어의 손과 총을 노출 시킵니다. 하지만, 이러한 손과 총이 벽이나 다른 플레이어에 파묻히는 경우가 발생하기 때문에 특수하게 처리하기도 합니다. 대표적인 방법중 하나가 플레이어의 [그림 1-9]와 같이 손과 총의 크기를 축소 시키는 것입니다. 크기를 축소 시키고 대신 카메라에 매우 가까이 가져다 대면 상대적으로 정상적인 크기로 보이고 다른 사물에 파묻히는 현상도 피할 수 있게 되는 것입니다. 왼쪽 씬, 오른쪽 겜뷰
  26. 하지만 입체 영상에서도 이러한 스케일링을 적용하면 영상이 깨지게 됩니다. 손과 총이 작아진만큼 카메라 앞에 위치해야 하기 때문입니다. 게다가 경우에 따라서는 카메라가 두 개로 갈라지게 되면서 어느 한 쪽 또는 두 쪽 모두의 카메라에 잡히지 않게 되기도 합니다.
  27. HMD VR용 아동 컨테츠를 만드는 것은 신중/보수적. 일단 현재 시중에 나와 있는 HMD VR 장비는 성인 기준으로 맞추어져 있습니다. 게다가, 아동에 대한 양안 시차를 이용한 입체 영상의 안정성 여부는 아직 확실히 알려지지x. 입체 영상이 아동의 눈 건강에 더 좋다는 주장도 있는 반면 VR이 아동의 시각 시스템 성장에 악영향을 준다는 주장도. 사실 애초에 인체의 매커니즘은 아직도 미개척 영역이다보니 휴먼 팩터에 대한 것도 아직 활반한 연구가 진행되고 있습니다. 더욱이 아동에 대한 휴먼 팩터는 더 많은 연구와 시간이 필요합니다. 때문에 아동에 대한 VR의 안정성에 대해서는 확실한 답이 나오기에는 긴 시간이 필요합니다. 그래서, 오큘러스는 13세 이하의 어린이에게 오큘러스 리프트 사용을 금지하고 있습니다.
  28. 아침졸려. 가위바위보. VR에서 성능=중요한이슈. 물론,all겜 성능최적화 중요이슈 but, VR 특히/더더욱/중요.
  29. VR 감각불일치문제 앞서언급~고개회전->cam영상. 최적화x 게임의 영상이 고개의 회전을 따라가지 못하고 지연이 발생하면 이러한 감각 불일치가 증폭되고 멀미 발생. 따라서, VR 컨텐츠에서는 최적화가 중요합니다. 게다가, 입체영상~영상을 좌우2개만듦. So, 기존겜보다 더 많은 최적화가 필요합니다.
  30. 유니티 렌더링성능향상 신경. 최근 MT렌더링 대폭 강화
  31. 버전업동안 렌더링 성능최적화 5.4대폭개선. 그래프. VR개발=5.4업글권장
  32. 우측 상단 그래픽스잡스. 진보된MT렌더링. 기존 멀티스레드=>워커스레드 렌더링메인스레드 나눈것 불과. 그래픽스API한계. But, 메탈,DX12,벌칸 차세대API 더욱세분화 진보된 MT렌더링. 그래픽잡스 이러한 차새대API활용 3D입체영상 좌우2영상. 렌더링 드로콜 2배. 한번에 두개의뷰포트 처리. SPSR. VR렌더링 퍼포먼스 향상.
  33. 유니티 자체 성능 최적화. 젤중요=컨텐츠 제작 성능 고려. 성능 최적화 고려사항 너무 많아. 유니티메뉴얼 참고.
  34. 마지막으로 에디터VR 소개.
  35. 유니티에서는 유니티랩스라는 팀. 유니티=당장 필요 요구사항 기능개발x. 조금미래준비 R&D. 에디터VR. 유니티VR컨텐츠개발에그치지않고 유니티자체VR로개발. 말보다영상 (후반부영상5분)
  36. 까르뜨블랑슈
  37. 기어븨알 : 가위바위보
  38. 기어븨알