2014-03-22から1日間の記事一覧

Memo of "Physically Based Shading in Unity @ GDC2014" in Japanese

参照 "Physically Based Shading in Unity" Aras Pranckevičius. GDC2014 - OLD hanecci’s blog : 旧 はねっちブログ Memo in Japanese GDC2014 の Unity での物理ベースシェーディングの講演資料の簡易メモです. スペキュラシェーディングについて物理ベー…

Game Telemetry with DNA Tracking on Assassin's Creed

http://www.gamasutra.com/blogs/JonathanDankoff/20140320/213624/Game_Telemetry_with_DNA_Tracking_on_Assassins_Creed.php

Lucid Dreams V2 demo

WARNING ADULT CONTENT! (閲覧注意) http://www.veiviev.com/lucid-dreams-v2/ "Lucid Dreams V2.zip for Windows 64bit"

Arrays : Move all zeros at the end of the array

http://algorithmsandme.blogspot.jp/2014/03/arrays-move-all-zeros-at-end-of-array.html

"Marmoset Skyshop Snow Demo" @ GDC 2014

GDC

C++14: Even Simpler C++

http://wiki.hsr.ch/PeterSommerlad/files/2013ESE_Cplusplus14_4print.pdf

Unreal Engine 4 Tools Demonstration @ GDC 2014

Assassin's Creed Unity Sneak Peek Video

Unreal Engine 4 Documentation

https://docs.unrealengine.com/latest/INT/ Rendering System https://docs.unrealengine.com/latest/INT/Engine/Rendering/index.html Rendering Overview https://docs.unrealengine.com/latest/INT/Engine/Rendering/Overview/index.html Lighting the E…

"UbiArt Framework" @ GDC2014

GDC

(In Japanese) : http://www.4gamer.net/games/999/G999903/20140322007/

CityEngine @ GDC2014

GDC

(In Japanese) : http://www.4gamer.net/games/999/G999902/20140322010/

"Unreal Engine 4 Features Trailer" @ GDC 2014

GDC

Code Clinic: How to Write Code the Compiler Can Actually Optimize

GDC

http://t.co/SL470y5LY9

"Advanced Visual Effects with DirectX 11: Tessellation in Call of Duty: Ghosts" @ GDC2014

GDC

webgl demo http://wadeb.com/subd/

Khoronos's slides @ GDC 2014

https://www.khronos.org/developers/library/2014-gdc "OpenGL Efficenty : AZDO" @ GDC2014 https://www.khronos.org/assets/uploads/developers/library/2014-gdc/Khronos-OpenGL-Efficiency-GDC-Mar14.pdf "Abstraction layer for leveraging C++ and Op…

"Taking Killzone Shadow Fall Image Quality into the Next Generation" @ GDC2014

GDC

(In Japanese) : http://game.watch.impress.co.jp/docs/news/20140322_640824.html

"Crafting a Next-Gen Material Pipeline for The Order : 1886" @ GDC2014

GDC

http://t.co/17GYfuVOze SIGGRAPH 2013 PBR cources "Crafting a Next-Gen Material Pipeline for The Order: 1886" : http://blog.selfshadow.com/publications/s2013-shading-course/rad/s2013_pbs_rad_notes.pdf Video of Textile scanning acquisition :…

"Assassin's Creed 4: Black Flag" Road to next-gen graphics @ GDC2014

http://bartwronski.com/publications/ GDC FOLLOW-UP: SCREENSPACE REFLECTIONS FILTERING AND UP-SAMPLING http://bartwronski.com/2014/03/23/gdc-follow-up-screenspace-reflections-filtering-and-up-sampling/ Contents Deferred Normalized Irradianc…