2014-01-01から1ヶ月間の記事一覧

"All-Frequency Rendering of Dynamic, Spatially-Varying Reflectance のメモ

概要 This article is fully written in Japanese. この記事は日本語で書かれています. "All-Frequency Rendering of Dynamic, Spatially-Varying Reflectance”SIGGRAPH ASIA 2009 のメモなので, 説明はざっくりしたものになっています. 参考文献 "All-Frequ…

New screenshots of 'The Division' at GameRant

Links ‘The Division’ Screenshots Continue to Impress. GameRant Old articles Dynamic Global Illumination in Tom Clancy's Division - OLD hanecci’s blog : 旧 はねっちブログ

"OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3 (8th Edition)"

http://www.amazon.com/gp/product/0321773039/ memo (In Japanese) この本は 2013/3/30 に発売された OpenGL 4.3 の赤本です. 目次を見ると, SSBO(Shader Storage Buffer Objects), アトミック操作や同期, テッセレーションシェーダ, コンピュートシェーダ…

Abstract of GPU Pro 5 "Particle-based Simulation of Material Aging"

GPU Pro 5 - Particle-based Simulation of Material Aging

Abstract of GPU Pro 5 "Object-order Ray Tracing for Fully Dynamic Scenes"

"GPU Pro 5 - Object-order Ray Tracing for Fully Dynamic Scenes"

WebGL Deferred Shading demo

Links video WebGL demo at browser source codearticle Memo (In Japansese) WebGL でDeferred Shading するデモで, Chrome とかで動作します. タイルベースドなライトのカリングにも対応しているのですが, ライトのカリングについては CPU で行って uniform…

Link of "Lighting Deep G-Buffers"

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"Lighting Deep G-Buffers:Single-Pass, Layered Depth Images with Minimum Separation Applied to Indirect Illumination"

"CloudLight: A system for amortizing indirect lighting in real-time rendering" SIGGRAPH 2013

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Video Slides Link "CloudLight: A system for amortizing indirect lighting in real-time rendering" Cyril Crassin and David Luebke and Michael Mara and Morgan McGuire and Brent Oster and Peter Shirley and Peter-Pike Sloan and Chris Wyman. SIG…

球面ガウス関数 について(About Spherical Gaussian: In Japanese)

たまに上記にリストアップしているようなシェーディング関係の資料で「球面ガウス関数(Spherical Gaussian)」という言葉が出てきて気になったので,Computer Graphics Gems JP 2012の岩崎慶さんの「球面ガウス関数を用いたリアルタイムレンダリング」の記事を…

Link collection of using spherical Gaussian approximation for specular shading in games

Good article "Spherical Gaussian approximation for Blinn-Phong, Phong and Fresnel" Sébastien Lagarde. 2012 In games "Real Shading in Unreal Engine 4" Brian Karis, Epic Games. SIGGRAPH 2013 "Crafting a Next-Gen Material Pipeline for The Ord…

Tech demo of "Thorskan Engine" by "The Farm 51"

Thorskan Engine is developed by "The Farm 51". They are developing a next-gen shooter named "Get Even". The following movies are the rendering result of the 3d scanned models at Thorskan Engine.

About GGX specular lighting in games

It seems that "The Creative Assembly" (who develops Alien Isolation) and "Sucker Punch Productions" (who develops INFAMOUS series) are using GGX for specular lighting. GGX is also used in Unreal Engine 4.

Some links of Unordered Access View in Direct3D11

Book : "Practical Rendering and Computation with Direct3D 11" Jason Zink, Matt Pettineo, Jack Hoxley http://www.amazon.com/Practical-Rendering-Computation-Direct3D-11/dp/1568817207/ Direct3D11 References in MSDN ID3D11Device::CreateUnorder…

Link collection of Shader Storage Buffer Object in OpenGL

OpenGL.org http://www.opengl.org/wiki/Shader_Storage_Buffer_Object About ARB_shader_storage_buffer_object http://us.download.nvidia.com/opengl/specs/GL_ARB_shader_storage_buffer_object.txt "OpenGL Compute Shaders" by Mike Bailey. SIGGRAPH …

Some links of DirectXMath

MSDN DirectXMath Programming Guide (English) http://msdn.microsoft.com/en-us/library/windows/desktop/ee415571(v=vs.85).aspx MSDN DirectXMath Programming Reference (English) http://msdn.microsoft.com/en-us/library/windows/desktop/ee415574(v…

List of realtime rendering blogs

"Real-time Rendering Blogs" by Kyle Hayward http://svenandersson.se/2014/realtime-rendering-blogs.html

Link collection of filtering normal maps

"Linear Efficient Antialiased Displacement and Reflectance Mapping" Jonathan Dupuy, Eric Heitz a,, Jean-Claude Iehl 1Pierre Poulin, Fabrice Neyret, Victor Ostromoukhov. ACM Transactions on Graphics 32, 6 (2013) Article No. 211 http://hal.i…

"Ryse: Preparing the CryEngine for Next Gen" by Crytek

Outline Memo (In Japanese) Ryse での物理ベースライティング, キャラクター, 破壊表現に関する概要です. この記事では主に Ryse での物理ベースライティングについて説明します. しかし内容的には最近,よく使われているゲーム向けの物理ベースライティング…

Links of "Non-interleaved Deferred Shading of Interleaved Sample Patterns"

Links Paper: "Non-interleaved Deferred Shading of Interleaved Sample Patterns" B. Segovia, J.C. Iehl, R. Mitanchey, B. Peroche http://liris.cnrs.fr/Documents/Liris-2476.pdf Slides of "Non-interleaved Deferred Shading of Interleaved Sample …