2014-04-05から1日間の記事一覧
http://www.p1xelcoder.com/resources/GDC_2014_Scaling_from_Mobile_to_High-End_PCs_The_Tech_of_Broken_Age.pdf
http://notes.underscorediscovery.com/shaders-a-primer/
http://aras-p.info/blog/2014/04/05/visuals-in-some-great-games/
http://www.killzone.com/nl_NL/blog/news/2014-03-06_regarding-killzone-shadow-fall-and-1080p.html
http://channel9.msdn.com/Events/Build/2014/2-661 slides: http://video.ch9.ms/sessions/build/2014/2-661.pptx
http://www.reedbeta.com/blog/2014/04/03/vr-and-multi-gpu/
http://wias-berlin.de/software/tetgen/ A program to generate tetrahedral meshes of any 3D polyhedral domains. (In Japanese) : 三角形メッシュから, 四面体のメッシュを生成するプログラム.
http://cbrait.com/xyjk99lwwdp4bmv14v4f4ym68s5cu7
http://gdcvault.com/play/1015312/Light-Probe-Interpolation-Using-Tetrahedral
https://forums.unrealengine.com/showthread.php?2087-New-Twitch-livestream-on-Wednesday-April-9-UE4-Rendering http://www.twitch.tv/unrealengine In Japanese 4/9 に Unreal Engine 4のレンダリングに関するライブストリームがあるみたいです.
About I wrote some thoughts about game lighting techniques in GDC2014. Memo Most games uses physically based shading (Cook-Torrance BRDF) with GGX as NDF. Killzone Shadow Fall (NDF : GGX) Ryse (NDF : GGX) inFAMOUS Second Son (NDF : GGX) Th…