2014-03-13から1日間の記事一覧
The Cinematography of "The Lego Movie" http://www.expandedcinematography.com/the-cinematography-of-the-lego-movie.html Why "Expanded" Cinematography? http://www.expandedcinematography.com/?utm_content=buffer62feb&utm_medium=social&utm_sour…
Speaking at GDC 2014 @ Aras Pranckevičius 's Blog http://aras-p.info/blog/2014/03/13/speaking-at-i3d-and-gdc-2014/ Memo in Japanese Unity のグラウィックスプログラマである Aras Pranckevičius さんの GDC2014 の講演スケジュールです.
Memo in Japanese アナと雪と女王のミュージッククリップです.
"Beyond Programmable Shading" SIGGRAPH 2012 http://bps12.idav.ucdavis.edu/ "Beyond Programmable Shading" SIGGRAPH 2011 http://bps11.idav.ucdavis.edu/ "Beyond Programmable Shading" SIGGRAPH 2010 http://bps10.idav.ucdavis.edu/ "Beyond Progra…
Unreal Engine 4 heads to web browsers http://www.gamasutra.com/view/news/212945/Unreal_Engine_4_heads_to_web_browsers.php?utm_source=twitterfeed&utm_medium=twitter&utm_campaign=Feed%3A+GamasutraNews+%28Gamasutra+News%29 Memo in Japanese Un…
Synchronized Behavior Trees http://takinginitiative.wordpress.com/2014/02/17/synchronized-behavior-trees/ Memo in Japanese 次世代の AI フレームワークとして, 同期ができる Behavior Tree の話らしいです.
"Real-Time Rendering Architectures" Mike Houston, AMD. SIGGRAPH 2011 http://bps11.idav.ucdavis.edu/talks/04-realTimeRenderingArchitecture-BPS2011-houston.pdf A Digression on Divergence @ Tangent Vector http://tangentvector.wordpress.com/20…
Overdraw in Overdrive @ Self Shadow http://blog.selfshadow.com/publications/overdraw-in-overdrive/ Counting Quads @ Self Shadow http://blog.selfshadow.com/2012/11/12/counting-quads/ Evolving the Direct3D Pipeline for Real-Time Micropolygon…
Mantle API via VERTEXWAHN http://blog.vertexwahn.de/Wordpress/?p=243 Memo in Japanese DLL から解析した Mantle の API です.