2013-01-01から1年間の記事一覧

"Readings on physically based rendering" by Kostas Anagnostou

(In Japanese) 物理ベースレンダリングに関するリンク集です. おすすめです. http://interplayoflight.wordpress.com/2013/12/30/readings-on-physically-based-rendering/

Figure of the spherical harmonics basis (low band L=0,1,2)

References "Spherical Harmonic Lighting: The Gritty Details". Robin Green. http://www.cs.columbia.edu/~cs4162/slides/spherical-harmonic-lighting.pdf "Stupid Spherical Harmonics (SH) Tricks". Peter-Pike Sloan. http://www.ppsloan.org/publica…

Interesting sessions in GDC2014

Graphics "Assassin's Creed IV: Black Flag - Road to Next-Gen Graphics" Bartlomiej Wronski | 3D Programmer, Ubisoft Montreal http://schedule.gdconf.com/session-id/826051 Contents deferred normalized irradiance probes volumetric fog Atmosphe…

Some links of Game AI

Warframe "AI Postmortems: Assassin's Creed III, XCOM: Enemy Unknown, and Warframe" GDC 2013 http://www.gdcvault.com/play/1018223/AI-Postmortems-Assassin-s-Creed Sims3 "Arti cial Intelligence in The Sims series" Yoann Bourse slides: http://…

Link collection of particle and volumetric shadows

In games Volumetric Shadows in "Killzone: Shadow Fall Demo Postmortem" 2013 http://www.slideshare.net/guerrillagames/killzone-shadow-fall-demo-postmortem "Playing with Real-Time Shadows" Nikolas Kasyan. Crytek. SIGGRAPH 2013 http://www.cry…

Link collection of Behavior Tree

In Games "Behavior Trees: Three Ways of Cultivating Game AI" GDC2010 http://files.aigamedev.com/coverage/GDC10_BehaviorTrees.pptx "Understanding the Second Generation of Behavior Trees" Alex Champandard http://gamebrains.ca/377/Lecture%20M…

2013 年に購入・プレイした PC ゲームのリスト

きちんとプレイしてクリアする予定のもの Assassin's Creed 4 Black Flag 面白かったので, きちんとゲームをクリアしたもの Outlast (自分の中での Game of the year) BorderLands2 (+ DLC) DMC Devil May Cry (+ DLC) BioShock Inifinite (+ DLC) FarCry3 T…

Link collection of visibility culling in games

In games "Culling the BattleField" GDC 2011 http://dice.se/wp-content/uploads/CullingTheBattlefield.pdf "Practical Occlusion Culling in Killzone 3" SIGGRAPH 2011 http://www.slideshare.net/guerrillagames/practical-occlusion-culling-in-killz…

既存研究の技術をゲーム開発に利用するときの話

概要 既存研究の技術をゲーム開発に利用する場合に関する下の資料を読んで, 内容的に興味深かったのでリストアップしておきます. リンク "Research in Games" Peter-Pike Sloan. SIGGRAPH 2011 Slides : http://bps11.idav.ucdavis.edu/talks/02-researchInG…

GDC2012 ”Advanced Procedural Rendering in DX11”のメモ

概要 だいぶ出遅れていますが, 下の資料を読みました. "Advanced Procedural Rendering in DirectX 11" Matt Swoboda. GDC 2012. http://directtovideo.wordpress.com/2012/03/15/get-my-slides-from-gdc2012/ 資料の内容の流れ Signed Distance Field を使…

Dynamic Global Illumination in Tom Clancy's Division

The engine trailer says that As in film production, Snowdrop uses light probe system that captures lighting realistically, in both outdoor and indoor scenes. (In japanese) 映画製作と同様に, SnowDrop エンジンは屋外と室内の両方でライティング…

Links of parallax corrected cubemaps

By Sébastien Lagarde Siggraph 2012 and Game Connection 2012 talk : Local Image-based Lighting With Parallax-corrected Cubemap http://seblagarde.wordpress.com/2012/11/28/siggraph-2012-talk/ Image-based Lighting approaches and parallax-corre…

Links of Interior Mapping and Relief Mapping in SimCity

"From AAA to Indie: Graphics R&D" Andrew Willmott. TP CG '13" homepage : http://www.andrewwillmott.com/talks/from-aaa-to-indie pdf slides: http://docs.google.com/file/d/0ByPzAnaS7I-sTml5bHJPeUUzSXc/edit Interior Mapping Related links "Inte…

Screenshots of Outlast

I took some screenshots of FPS survival horror game named Outlast. I recommend to play this game who like horror games. The game graphics produces scary mood, and the game play is also fun. You can buy it at Steam. http://store.steampowere…

Screenshots of Assassin’s Creed 4 Black flag

I took some screenshots of Assassin's Creed 4 Black Flag at PC. Dynamic global illumination I must confess that I have bought this game to see the effect of dynamic global illumination. :) So, I have tried to found the effect of the dynami…

Lighting techniques at Knack (PS4)

I'm interested in the lighting techniques (Indirect diffuse lighting, reflections) in this game. Links of Knack PS4 gameplay http://www.ign.com/videos/2013/08/21/15-minutes-of-knack-gameplay http://www.youtube.com/watch?v=iG98LuaYj_g Brick…

Link collection of light probes

In games "Rendering in Cars 2 " "Deferred Rendering in Killzone 2" "The PS3's SPUs in th Real World" A Killzone2 Case Study "Rendering Techniques in Split/Second" "Unreal Engine LightMass" "Lightmass Static Global Illumination" FOX Engine …

Link collection of SSDO in games

"Playing with Real-Time Shadows" Nikolas Kasyan. Cyrtek. SIGGRAPH 2013 http://www.realtimeshadows.com/sites/default/files/Playing%20with%20Real-Time%20Shadows_0.pdf "The Art and Technology behind Crysis 3" FMX 2013. http://www.crytek.com/d…

Link collection of SSAO in games

HBAO+ ("Call of Duty: Ghosts", "Assassin's Creed IV Black Flag", "Tom Clancy's Splinter Cell® Blacklist™", "Batman: Arkham Origins") http://www.geforce.com/hardware/technology/hbao-plus/technology "Shining the Light on Crysis 3" Pierre-Yve…

Link collection of interactive global illumination

Outlines "Real-Time Global Illumination" SIGGRAPH 2009 Course http://www0.cs.ucl.ac.uk/staff/j.kautz/RTGICourse/ "Global Illumination Across Industries" SIGGRAPH 2010 Course http://cgg.mff.cuni.cz/~jaroslav/gicourse2010/ "State of the Art:…

Screenshots of FarCry3 at PC

久しぶりに PC 版 FarCry3 を起動してみて, 研究用にグラフィックスのスクリーンショットを撮影してみました. グラフィックスの設定については下図のようになっていて, ほぼ最高のグラフィックス設定にしてあります. まず, FarCry3 は Deferred Radiance Pro…

Ultra Quality BattleField4 Trailer

https://www.battlefield.com/battlefield-4/ultra-trailer

PDF of "OpenGL Shading Language Third Edition" Randi J.Rost, Bill Licea-Kane.

http://deca.cuc.edu.cn/Community/cfs-filesystemfile.ashx/__key/CommunityServer.Components.PostAttachments/00.00.00.06.49/Addison.Wesley.OpenGL.Shading.Language.3rd.Edition.Jul.2009.pdf

"Physically Based Rendering for Artists" Andrew Maximov

http://www.youtube.com/watch?v=LNwMJeWFr0U&list=PLsycjeNP6l26RL1JYz_3aUXEVKSt1X5TZ

SIGGRAPH 2012 の Disney の物理ベースシェーダの BRDF Explorer 向けのソースコード

リンク https://github.com/wdas/brdf/blob/master/src/brdfs/disney.brdf 参考文献 Disney 映画での物理ベースなシェーディング. Physically-Based Shading at Disney (Brent Burley) SIGGRAPH 2012 http://blog.selfshadow.com/publications/s2012-shading…

AMD Mantle 関係の資料へのリンク

AMD 社 の Mantle のスライド AMD 社の Mantle に関するスライドへのリンク http://www.geeks3d.com/20131113/amd-mantle-first-interesting-slides-and-details-target-100k-draw-calls-per-frame/ スライドの一部 Oxide による Mantle のスライド "Oxide …

Screenshots of BioShock Infinite's DLC "Burial at Sea Episode 1"

内容 BioShock Inifinte の DLC "Burial at Sea Episode 1" の PC 版のスクリーンショットです. グラフィックスの設定は最高(Ultra)で撮影しています. Planar Reflection (平面反射) Color bleeding by light probe (ライトプローブによるカラーブリーディン…

Killzone Shadow Fall Tech Trailer at Youtube

内容 Killzone Shadow Fall のエンジンの機能を紹介した動画へのリンクです. Killzone Shadow Fall Tech Trailer http://www.youtube.com/watch?v=Q0h3T_Y9B0Y 紹介されている項目は以下のようになっています. ポストエフェクト(ブルーム, レンズフレア, シ…

作成中 Temporal SSAO のメモ

概要 Temporal SSAO のメモです. 主にプログラマ向けの内容です. この記事は作成中です. 参考文献 "Stable SSAO in Battlefield 3 with Selective Temporal Filtering" EA DICE. GDC 2012. http://dice.se/wp-content/uploads/GDC12_Stable_SSAO_In_BF3_With…

Screenshots of BattleField4 (PC) and random thoughts (In Japanese)

概要 BattleField4 のスクリーンショットと思ったことのメモを書いていきます. まだ序盤なので, 結構間違ったり勘違いしていることがあると思います. ちなみに kenpex (Activision のレンダリングエンジニア)の人が書いた英語版のレビューはこちらです. http…