2014-04-01から1ヶ月間の記事一覧

GPU Assembly code of exp(), exp2(), pow()

exp2(a) : 2^a ; -------- Disassembly -------------------- 00 ALU: ADDR(32) CNT(1) 0 t: EXP_e R0.x, R0.x 01 EXP_DONE: PIX0, R0.xxxx END_OF_PROGRAM exp(a) : e^a ; -------- Disassembly -------------------- 00 ALU: ADDR(32) CNT(3) 0 y: MUL ___…

Google Self-Driving Car on City Streets

Work of art: Ryse features in a major new Renaissance exhibition

ART

http://crytek.com/blog/work-of-art-ryse-features-in-a-major-new-renaissance-exhibition

"Optimizing GGX: Update" @ Filmic Worlds

PBR

http://www.filmicworlds.com/2014/04/29/optimizing-ggx-update/

"GGX Shader for Vray" by Sergey Shlyaev

PBR

article : http://www.shlyaev.com/rnd/37-cpp-category/54-ggx video : http://vimeo.com/88605345

"Rendering in Marmoset Toolbag"

PBR

http://marmoset.co/misc/mset_rendering_april29_2014.pdf

Document of "Light Propagation Volumes" in Unreal Engine 4

https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/LightPropagationVolumes/index.html

"5 Mechanical Switch Sound Comparison"

"How to See Without Glasses" via @CRYTEK_TIAGO

Memo in Japanese 眼鏡なしで, 遠くを見る方法についての説明の動画です.

"TEMPORAL SS PT. 2 SSAO DEMO" by BART WRONSKI

http://bartwronski.com/2014/04/27/temporal-supersampling-pt-2-ssao-demonstration/

"2nd Order SH Lighting" @ ShaderToy

GI

https://www.shadertoy.com/view/MslXz7

"Optimizing GGX: Update" @ Filmic Worlds

PBR

http://www.filmicworlds.com/2014/04/29/optimizing-ggx-update/

[PBR][DIY] Shader assembly of NDF for PBR

Reference Graphics Rants http://graphicrants.blogspot.jp/2013/08/specular-brdf-reference.html Test code //---------------------------------------------------------------------------------------------------- // Test NDF shader by hanecci //…

"Smoothen your functions"

http://c0de517e.blogspot.ca/2014/04/smoothen-your-functions.html

"Recent Advances in Light Transport Simulation: Some Theory and a lot of Practice" @ SIGGRAPH 2014 Course

http://www.iliyan.com/publications/Siggraph2014Course

Games which use physics engine in a good way

Half Life2 : gravity gun Portal : portal gun Goat simulator : goat Memo in Japanese 物理エンジンを有効活用しているゲームです. Half Life2 : グラビティガン Portal : ポータルガン Goat Simulator : ヤギ

WebGL around the net, 24 April 2014

http://learningwebgl.com/blog/?p=6323

Alto's Adventure – Coming soon to iOS

ART

http://forums.toucharcade.com/showthread.php?t=226446

"The Split Grid - A Hierarchical 1D-Grid-based Acceleration Data Structure for Ray Tracing" @ EUROGRAPHICS 2014

CG

http://www.cg.cs.tu-bs.de/media/publications/Bauszat2014SGposter.pdf

Shader assembly of Geometric Shadowing factor for PBR

Reference Graphics Rants http://graphicrants.blogspot.jp/2013/08/specular-brdf-reference.html Optimizing GGX Shaders with dot(L,H) by John Hable http://www.filmicworlds.com/2014/04/21/optimizing-ggx-shaders-with-dotlh/ Test code //--------…

"Photorealizer: Physically Based Renderer by Peter Kutz" via @d_gfx

PBR

http://photorealizer.blogspot.jp/2012/05/diffuse-fresnel-reflectance.html?spref=tw

"Good reference for BRDF" via @d_gfx

PBR

http://wiki.nuaj.net/index.php?title=BRDF

OIT by TIMOTHY LOTTES

CG

http://timothylottes.blogspot.jp/2014/04/oit.html

"Order Independent Transparency In OpenGL 4.x" @ GTC2014

CG

http://on-demand.gputechconf.com/gtc/2014/presentations/S4385-order-independent-transparency-opengl.pdf

"OpenGL 4.4 Scene Rendering Techniques" @ GTC2014

CG

http://on-demand.gputechconf.com/gtc/2014/presentations/S4379-opengl-44-scene-rendering-techniques.pdf

"Reducing Rasterization Bandwidth"

http://bpaste.net/show/4eKogjMRhC4Y9foSTgGp/ Reducing Rasterization Bandwidth For deferred rendering, the triangle rasterizer needs to read material data from an atlas, implemented as an array texture. It appears to do the whole kaboom, th…

Game play of "Child of Light"

Memo in Japanese 敵との戦闘でダメージを受けた時に, 冠が落ちて拾う動作が細かくていいなぁと思いました. (上の動画の 3:48, 9:44)

"A drop of mercury being vibrated from ~120Hz down to ~10hz"

ART

"Do you realize that you are using random hashing?"

http://lemire.me/blog/archives/2014/04/23/do-you-realize-that-you-are-using-random-hashing/

"State of the Art in Artistic Editing of Appearance, Lighting, and Material" @ Eurographics2014 by Disney Research

CG

http://zurich.disneyresearch.com/~wjarosz/publications/schmidt14star.pdf