2014-03-01から1ヶ月間の記事一覧

"Surface Roughness, Rough Surfaces" related papers

http://www.visionbib.com/bibliography/shapefrom380.html

"NVIDIA GPU Tech Conference: Report 2" @ fxguide

http://www.fxguide.com/quicktakes/nvidia-gpu-tech-conference-report-2/

"The Art of Digital Faces at ICT – Digital Emily to Digital Ira" @ fxguide

https://www.fxguide.com/featured/the-art-of-digital-faces-at-ict-from-digital-emily-to-digital-ira/

Deferred Skin demo

http://pchiik.tumblr.com/ http://alteredqualia.com/xg/examples/deferred_skin.html http://www.zbrushcentral.com/showthread.php?177615-DIY-Universal-Capture-System

UE4 available to all @ Graphics Rants

http://graphicrants.blogspot.jp/2014/03/ue4-available-to-all.html

"HOW TO IMPROVE FRAME RATE THROUGH VIDEO SETTINGS" @ Unreal Engine 4

https://www.unrealengine.com/blog/how-to-improve-frame-rate-through-video-settings

"Low-level Shader Optimization for Next-Gen and DX11" @ GDC2014

pdf : http://www.humus.name/Articles/Persson_LowlevelShaderOptimization.pdf pptx : http://www.humus.name/Articles/Persson_LowlevelShaderOptimization.pptx

"Animated Diffuse Maps in Facial Animation" @ Filmic Worlds

http://www.filmicworlds.com/2014/03/28/animated-diffuse-maps-in-facial-animation/

"The Visual Effect of inFAMOUS: Second Son" @ GDC2014

(In Japanese) : http://game.watch.impress.co.jp/docs/news/20140323_640855.html GDC2014 free slides @ GDC Vault - OLD hanecci’s blog : 旧 はねっちブログ

Spotify Enginerring Culture (Part1)

http://blog.crisp.se/2014/03/27/henrikkniberg/spotify-engineering-culture-part-1

BRDFCompressor

https://github.com/vpostman/BRDFCompressor

Physics-Based Animation

http://www.physicsbasedanimation.com/

Cross Platform Shaders in 2014

http://aras-p.info/blog/2014/03/28/cross-platform-shaders-in-2014/

Sea Islands Series Instruction Set Architecture

http://developer.amd.com/wordpress/media/2013/07/AMD_Sea_Islands_Instruction_Set_Architecture.pdf

GCN – TWO WAYS OF LATENCY HIDING AND WAVE OCCUPANCY

http://bartwronski.com/2014/03/27/gcn-two-ways-of-latency-hiding-and-wave-occupancy/

SIGGRAPH 2014 papers on the web

http://kesen.realtimerendering.com/sig2014.html https://www.mitsuba-renderer.org/~wenzel/#publications

NVScene demo

URL http://nv.scene.org/2014/ Files : https://www.scene.org/dir.php?dir=/parties/2014/nvscene14/ Fairlight - Feed Me Lies Stringtheory - Rebels PC Demo min by loopit

[GPGPU] Compute Shader Optimizations for AMD GPUs: Parallel Reduction

http://diaryofagraphicsprogrammer.blogspot.jp/2014/03/compute-shader-optimizations-for-amd.html

HLSL Cross Compiler @ Unreal Engine 4

https://docs.unrealengine.com/latest/INT/Programming/Rendering/ShaderDevelopment/HLSLCrossCompiler/index.html

"New Ideas and Techniques For Creating Real-time Imagery" by MATT SWOBODA @ NVScene 2014

Abstract : http://nv.scene.org/2014/speakers/#iq Video: http://www.ustream.tv/recorded/45399628

"A Really Realtime Raytracer" by Inigo Quilez @ NVScene 2014

Abstract : http://nv.scene.org/2014/speakers/#smash Video : http://www.ustream.tv/recorded/45360291

"Fresnel F0 is NOT Direct Reflectance" by John Hable @ FilmicWorlds

PBR

http://www.filmicworlds.com/2014/03/17/fresnel-f0-is-not-direct-reflectance/

VISUAL REVOLUTION OF THE VANISHING OF ETHAN CARTER

ART

http://www.theastronauts.com/2014/03/visual-revolution-vanishing-ethan-carter/

"Physically Based Area Lights at Killzone Shadow Fall" @ GPU Pro 5

http://gpupro.blogspot.jp/2014/03/gpu-pro-5-physically-based-area-lights.html

"Moving to the Next Generation - The Rendering Technology of Ryse" @ GDC2014

http://www.crytek.com/download/2014_03_25_CRYENGINE_GDC_Schultz.pdf

New Tech Unlocked: Adaptive Volumetric Meshes

http://blog.duangle.com/2014/03/new-tech-unlocked-adaptive-volumetric.html?m=1

The Ball @ Unreal Engine 4

http://vimeo.com/89937689

"Advanced Skin Shading with FaceWorks"

http://www.reedbeta.com/talks/

"Deferred Texturing"

http://www.reedbeta.com/blog/2014/03/25/deferred-texturing/

"Make VC++ Compiles Fast Through Parallel Compilation"

http://randomascii.wordpress.com/2014/03/22/make-vc-compiles-fast-through-parallel-compilation/