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Real-Time 3D Visualization For Aviation

Aviation
posted on May 18, 2021May 20, 2021
Real-Time 3D Visualization For Aviation

Most Flight Simulation Training Devices include a visual system, and it is mandatory for Full-Flight Simulator. Real-time 3D graphics is used to imitate out-of-the-window and sensor views in the flight simulator or control tower simulator.

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Feature Preview: Shader Graph Editor

Feature Preview
posted on September 30, 2020February 9, 2021

Node-based systems are becoming an essential part of digital content creation tools, so more and more artists are comfortable with them. Based on the numerous user requests, we decided to introduce a node-based editor for materials in UNIGINE Engine. It allows creating custom materials without writing actual shader code, which brings a lot of flexibility […]

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Why Smart City is the only possible city?

Smart Cities
posted on March 10, 2020September 30, 2020

There are not so many people around thinking about the area they dwell in. I mean really thinking about efficiency, economy, aesthetics, standards. We rarely even raise our heads up and turn our eyes away from smartphones to contemplate the scenery or enjoy the view in the city. And more often than not it’s justified. […]

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Team stress test: how to make a GPU benchmark and not overheat

Benchmarks
posted on March 17, 2017December 18, 2020
Team stress test: how to make a GPU benchmark and not overheat

We returned to the blog with a story about the latest release. The UNIGINE team in April released the new Superposition GPU benchmark with VR features. We filled up new cones, invented a couple of dozens of sudden rescue solutions and new technology in 3D graphics. Inside the post there is a lot of beautiful […]

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Procedural Content Generation For Real-Time 3D Applications Part 2: Valley Benchmark

Technical Art
posted on October 16, 2013September 30, 2020
PROCEDURAL CONTENT GENERATION FOR REAL-TIME 3D APPLICATIONS PART 2: VALLEY BENCHMARK

This is the second and final part of the article devoted to procedural methods of content production for 3D applications. You can find the first part here. As the previous part, the current article contains download links to source materials created by us, which you can freely use (with or without any modification) in your projects, […]

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