2014-03-12から1日間の記事一覧
A trip through the Graphics Pipeline 2011: Index @ Fabian “ryg” Giesen http://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/
Overdraw in Overdrive @ SelfShadow http://blog.selfshadow.com/publications/overdraw-in-overdrive/
Weighted Blended Order-Independent Transparency http://jcgt.org/published/0002/02/09/
Valve releases open source Direct3D to OpenGL translator http://arstechnica.com/gaming/2014/03/valve-releases-open-source-direct3d-to-opengl-translator/
About the talk of "The Order: 1886" at GDC2014 http://mynameismjp.wordpress.com/2014/03/11/come-see-me-talk-at-gdc-2014/ Memo in Japanese ゲーム "The Order: 1886" の GDC2014 で講演内容の概要です.
A fresh look at generalized sampling http://research.microsoft.com/en-us/um/people/hoppe/proj/filtering/
Two interactive explanations of a 2d visibility algorithm via jj@all2one http://www.redblobgames.com/articles/visibility/ http://ncase.github.io/sight-and-light/ Memo in Japanese 2D の可視性のアルゴリズムのデモです.
Books For Game Developers http://mrelusive.com/books/books.html Memo in Japanese ゲーム開発者向けの本のリストです.
THE COMPUTER GRAPHICS LIBRARY @ FABIEN SANGLARD'S WEBSITE http://fabiensanglard.net/Computer_Graphics_Principles_and_Practices/index.php Memo in Japanese CG の本のリストです.
Naughty Dog Explains PS4′s CPU, Memory and More in Detail and How They Can Make it “Run Really Fast” http://www.dualshockers.com/2014/03/11/naughty-dog-explains-ps4s-cpu-memory-and-more-in-detail-and-how-they-can-make-them-run-really-fast/…