2013-12-01から1ヶ月間の記事一覧

"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…