3D Art and Audio Pipeline

Start Date: 06/02/2019

Course Type: Common Course

Course Link: https://www.coursera.org/learn/3d-art-and-audio-pipeline

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About Course

Welcome to 3D Art and Audio Pipeline, the third course in the Unity Certified Programmer Specialization from Unity Technologies. This course will help you prepare for the Unity Certified Programmer exam, the professional certification for entry to mid-level Unity programmers. Unity is used to create real-time 3D applications for many industries, including video games, automotive, film, training, and more. In this course, you will be challenged to solve realistic Unity programming problems that are aligned to topics covered on the exam. In the fourth course, you will build on the Stealth application started in course 3. As a programmer, you work with artists and art assets, and this course will challenge you with some basic art implementation tasks, as well as with modifying art and audio assets at runtime. For example, you’ll implement a “red alert” mode of the game, where the lighting will change and an alarm will sound. Finally, we’ll review the high level considerations you would face to add networked features to this app, or to adapt it to a Virtual Reality or Augmented Reality platform. This is an intermediate course, intended for people who are ready for their first paying roles as Unity programmers, or enthusiasts who would like to verify their skills against a professional standard. To succeed, you should have at least 1-2 years of experience programming interactive applications in Unity. You should be proficient at programming in the C# language and familiar with Unity's scripting APIs. You should have experience in the full product development lifecycle, from concept to launch (and beyond). And you should understand multi-platform development, including deploying applications to XR (AR and VR) platforms.

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Course Introduction

Welcome to 3D Art and Audio Pipeline, the fourth course in the Unity Certified Programmer Specializa

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Article Example
MPEG-H 3D Audio MPEG-H 3D Audio, specified as ISO/IEC 23008-3 (MPEG-H Part 3), is an audio coding standard developed by the ISO/IEC Moving Picture Experts Group (MPEG) to support coding audio as audio channels, audio objects, or higher order ambisonics (HOA). MPEG-H 3D Audio can support up to 64 loudspeaker channels and 128 codec core channels.
3D audio effect 3D Positional Audio effects emerged in the 1990s in PC and Game Consoles.
MPEG-H 3D Audio In January 2013 the requirements were released for MPEG-H 3D Audio which was for an increase in the immersion of audio and to allow for a greater number of loudspeakers for audio localization. The allowed audio types would be audio channels, audio objects, and HOA.
3D audio effect A site with animations and theory of a system using HRTF's to create 3D Audio: ISVR Virtual Acoustics.
3D audio effect 3D audio techniques have also been incorporated in music and video-game style music video arts. The Audioscape research project, provides musicians with a real-time 3D audiovisual content authoring and rendering environment, suitable for live performance applications.
Graphics pipeline In 3D computer graphics, the graphics pipeline or rendering pipeline refers to the sequence of steps used to create a 2D raster representation of a 3D scene. Plainly speaking, once a 3D model has been created, for instance in a video game or any other 3D computer animation, the graphics pipeline is the process of turning that 3D model into what the computer displays. In the early history of 3D computer graphics, fixed purpose hardware was used to speed up the steps of the pipeline through a fixed-function pipeline. Later, the hardware evolved, becoming more general purpose, allowing greater flexibility in graphics rendering as well as more generalized hardware, and allowing the same generalized hardware to perform not only different steps of the pipeline, like in fixed purpose hardware, but even in limited forms of general purpose computing. As the hardware evolved, so did the graphics pipelines, the OpenGL, and DirectX pipelines, but the general concept of the pipeline remains the same.
Art pipeline Art pipeline is basically the “production line” of video game development. It is used to describe the streamlined process of development and production. It is broken down into four major categories,each with their own very specific set of steps.
MPEG-H 3D Audio The Main profile of MPEG-H 3D Audio has five levels.
3D audio effect Nick Cave's novel The Death of Bunny Munro was recorded in audiobook format using 3D audio.
3D audio effect The song "Propeller Seeds" by English artist Imogen Heap was recorded using 3d audio.
MPEG-H 3D Audio On September 10, 2014, Fraunhofer IIS demonstrated a real time MPEG-H 3D audio encoder.
MPEG-H 3D Audio On April 18, 2016, South Korean broadcast equipment manufacturers Kai Media and DS Broadcast announced the availability of MPEG-H 3D Audio in their latest 4K broadcast encoders.
MPEG-H 3D Audio In February 2015 MPEG announced that MPEG-H 3D Audio would be published as an International Standard.
3D audio effect There has been developments in using 3D audio for DJ performances including the world's first Dolby Atmos event on 23rd Jan 2016 held at Ministry of Sound, London. The event was a showcase of a 3D audio DJ set performed by Hospital Records owner Tony Colman aka London Elektricity.
Personal Audio (3D audio company) Personal Audio Pty Ltd, incorporated on 1 March 2007, is a provider of 3D audio technology solutions applied into video games, music listening and VOIP telecommunications. The company focuses principally on solutions that are complementary to existing technologies and leverages off the research originally carried out at the Auditory Neuroscience Laboratory at the University of Sydney, Australia. The company has received seed investment from Allen and Buckeridge and is headquartered in Sydney.
MPEG-H 3D Audio On March 10, 2015, the Advanced Television Systems Committee announced that MPEG-H 3D Audio was one of the three standards proposed for the audio system of ATSC 3.0.
Grasshopper 3D Grasshopper is primarily used to build generative algorithms, such as for generative art. Many of Grasshopper's components create 3D geometry. Programs may also contain other types of algorithms including numeric, textual, audio-visual and haptic applications.
MPEG-H 3D Audio On June 24, 2016, the South Korean standardization organization "Telecommunications Technology Association" TTA published the standard for "Transmission and Reception of Terrestrial UHD TV Broadcasting Service" for the South Korean terrestrial UHD TV broadcasting service to be launched in February 2017. The TTA standard is based on ATSC 3.0 and specifies MPEG-H 3D Audio as the sole audio codec for the 4K TV system.
Auro-3D Auro-3D is an immersive 3D audio format developed by the Belgium-based company Auro Technologies.
3D-Jury The Robetta automatic protein structure prediction server incorporates 3D-Jury into its prediction pipeline.