2013-10-19から1日間の記事一覧
NVidia によるダイナミックな GI のソリューション(?)です. ディフューズ間接光, スペキュラ間接光, マテリアルのエミッションに対応しているそうです. NVidia の Cyril Crassin の Twitter によると, Voxel Cone Tracing を利用しているそうです. Introduci…
Cyril Crassin "Interactive Indirect Illumination Using Voxel Cone Tracing" Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann. 2011 https://research.nvidia.com/publication/interactive-indirect-illumination-using-voxel…
"Clustered Deferred and Forward Shading" Ola Olsson (2012) http://www.cse.chalmers.se/~olaolss/main_frame.php?contents=publication&id=clustered_shading "Part I: Introduction to Clustered Shading" SIGGRAPH 2013 http://advances.realtimerende…
"Tiled Rendering Showdown: Forward ++ vs Deferred Rendering" (Jason Stewart and Gareth Thomas) GDC2013 http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2013/04/TiledRenderingShowdown_ForwardPlusPlusVsDeferredRendering.ppsx "Forward+ …
"Deferred Lighting and Post Processing on PlayStation3" Matt Swoboda http://www.slideserve.com/mead/deferred-lighting-and-post-processing-on-playstation-3 "Screen-Space Classification for Efficient Deferred Shading" Balor King, Matthew Rit…
Reference "A Comparative Study of Screen-Space Ambient Occlusion Methods" Frederik Aalund, Andreas Bærentzen http://frederikaalund.com/a-comparative-study-of-screen-space-ambient-occlusion-methods SSAO techniques (a) CryEngine 2 AO "Findin…
Reference Book: "Real-Time Shadows" Appendix D: Fast GPU Filtering Techniques http://www.crcpress.com/product/isbn/9781568814384 Techniques Mipmap N-Buffer http://maverick.inria.fr/Publications/2005/Dec05/final-electronic.pdf Multiscale Ma…
Reference Book: "Real-Time Shadows" Appendix E: More For Less Deferred Shading and Upsampling http://www.crcpress.com/product/isbn/9781568814384 Temporal coherence methods for realtime rendering "A Survey on Temporal Coherence Methods in R…