Unity – NVIDIA Technical Blog News and tutorials for developers, data scientists, and IT admins 2025-03-27T16:00:00Z http://www.open-lab.net/blog/feed/ Greg Jones <![CDATA[Dialed Into 5G: NVIDIA CloudXR 4.0 Brings Enhanced Flexibility and Scalability for XR Deployment]]> http://www.open-lab.net/blog/?p=62196 2023-03-30T16:52:47Z 2023-03-23T13:00:00Z During GTC 2023, NVIDIA announced the latest release of NVIDIA CloudXR that enables you to customize this SDK for your applications and customers, and scale...]]> During GTC 2023, NVIDIA announced the latest release of NVIDIA CloudXR that enables you to customize this SDK for your applications and customers, and scale...

During GTC 2023, NVIDIA announced the latest release of NVIDIA CloudXR that enables you to customize this SDK for your applications and customers, and scale extended reality (XR) deployment across the cloud, 5G Mobile Compute Edge (MEC), and corporate networks. NVIDIA CloudXR 4.0 introduces new APIs that deliver enhanced flexibility for server and client application development.

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Diego Farinha <![CDATA[Upcoming Event: Level Up with NVIDIA: RTX in Unity]]> http://www.open-lab.net/blog/?p=56668 2023-08-18T20:38:28Z 2022-11-01T17:00:00Z Learn how to leverage the latest NVIDIA RTX technology in Unity Engine and connect with experts during a live Q&A at this webinar on November 16.]]> Learn how to leverage the latest NVIDIA RTX technology in Unity Engine and connect with experts during a live Q&A at this webinar on November 16.

Learn how to leverage the latest NVIDIA RTX technology in Unity Engine and connect with experts during a live Q&A at this webinar on November 16.

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Diego Farinha <![CDATA[Integrating NVIDIA Reflex: Q&A with Pathea Head of Technology Jingyang Xu]]> http://www.open-lab.net/blog/?p=51038 2023-06-12T09:11:41Z 2022-07-22T17:00:00Z NVIDIA spoke with Chief Wizard of Pathea, Jingyang Xu, about himself, his company, and the process of implementing NVIDIA Reflex in My Time at Sandrock, the...]]> NVIDIA spoke with Chief Wizard of Pathea, Jingyang Xu, about himself, his company, and the process of implementing NVIDIA Reflex in My Time at Sandrock, the...

NVIDIA spoke with Chief Wizard of Pathea, Jingyang Xu, about himself, his company, and the process of implementing NVIDIA Reflex in My Time at Sandrock, the studio��s latest release. For those who may not know you, could you tell us about yourself? My name is Jingyang Xu. I am the Chief Wizard for Pathea. In other words, I��m the Head of Technology. I��ve had various jobs in the software��

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Divya Bhaskara <![CDATA[Deploying Real-time Object Detection Models with the NVIDIA Isaac SDK and NVIDIA Transfer Learning Toolkit]]> http://www.open-lab.net/blog/?p=19067 2023-02-13T19:06:15Z 2020-07-24T00:22:04Z This post is the first in a series that shows you how to use Docker for object detection with NVIDIA Transfer Learning Toolkit (TLT). For part 2, see Using the...]]> This post is the first in a series that shows you how to use Docker for object detection with NVIDIA Transfer Learning Toolkit (TLT). For part 2, see Using the...

This post is the first in a series that shows you how to use Docker for object detection with NVIDIA Transfer Learning Toolkit (TLT). For part 2, see Using the NVIDIA Isaac SDK Object Detection Pipeline with Docker and the NVIDIA Transfer Learning Toolkit. The modular and easy-to-use perception stack of the NVIDIA Isaac SDK continues to accelerate the development of various mobile��

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Divya Bhaskara <![CDATA[Using the NVIDIA Isaac SDK Object Detection Pipeline with Docker and the NVIDIA Transfer Learning Toolkit]]> http://www.open-lab.net/blog/?p=19090 2023-02-13T19:06:23Z 2020-07-24T00:05:46Z This post is the second in a series that shows you how to use Docker for object detection with NVIDIA Transfer Learning Toolkit (TLT). For part 1, see Deploying...]]> This post is the second in a series that shows you how to use Docker for object detection with NVIDIA Transfer Learning Toolkit (TLT). For part 1, see Deploying...

This post is the second in a series that shows you how to use Docker for object detection with NVIDIA Transfer Learning Toolkit (TLT). For part 1, see Deploying Real-time Object Detection Models with the NVIDIA Isaac SDK and NVIDIA Transfer Learning Toolkit. As part of the NVIDIA Isaac SDK 2020.1 release, a Docker image is available in NVIDIA NGC that contains all the tools necessary��

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Simon Schirm <![CDATA[Video Tutorial: Flex for Unity Plugin]]> http://www.open-lab.net/blog/?p=11475 2023-04-03T19:40:14Z 2018-08-13T23:00:03Z NVIDIA FleX, a particle based simulation tool for real-time visual effects, has just made its debut as a plugin on the Unity Asset Store. FleX for Unity solves...]]> NVIDIA FleX, a particle based simulation tool for real-time visual effects, has just made its debut as a plugin on the Unity Asset Store. FleX for Unity solves...

NVIDIA FleX, a particle based simulation tool for real-time visual effects, has just made its debut as a plugin on the Unity Asset Store. FleX for Unity solves a significant physics challenge in game development: getting different simulated substances (rigid bodies, fluids, clothing, etc.) to interact with each other seamlessly in real time. FleX harnesses the power of GPUs to make it happen.

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Shaveen Kumar <![CDATA[NVIDIA Highlights Unity Tutorial]]> http://www.open-lab.net/blog/?p=9726 2022-08-21T23:38:46Z 2018-03-19T17:01:45Z   NVIDIA Highlights enables players to capture in-game moments automatically based on events occurring during gameplay. Highlights represents a key feature...]]>   NVIDIA Highlights enables players to capture in-game moments automatically based on events occurring during gameplay. Highlights represents a key feature...

NVIDIA Highlights enables players to capture in-game moments automatically based on events occurring during gameplay. Highlights represents a key feature in NVIDIA��s ShadowPlay automated screen capture software. (You can check out more information about ShadowPlay here). This blog introduces basic concepts a developer needs to implement the NVIDIA Highlights plugin for the Unity game engine.

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