2014-04-05から1日間の記事一覧

"Scaling from Mobile to High-End PCs: The Tech of Broken Age" @ GDC2014

GDC

http://www.p1xelcoder.com/resources/GDC_2014_Scaling_from_Mobile_to_High-End_PCs_The_Tech_of_Broken_Age.pdf

"Primer : Shaders"

http://notes.underscorediscovery.com/shaders-a-primer/

"Visuals in Some Great Games"

http://aras-p.info/blog/2014/04/05/visuals-in-some-great-games/

Regarding killzone shadow fall and 1080p

http://www.killzone.com/nl_NL/blog/news/2014-03-06_regarding-killzone-shadow-fall-and-1080p.html

"Modern C++: What You Need to Know" @ Build 2014

http://channel9.msdn.com/Events/Build/2014/2-661 slides: http://video.ch9.ms/sessions/build/2014/2-661.pptx

"VR And Multi-GPU" by Nathan Reed

http://www.reedbeta.com/blog/2014/04/03/vr-and-multi-gpu/

Tetgen

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.

"Flower at Bioshock Infinite" by CALEN BRAIT

ART

http://cbrait.com/xyjk99lwwdp4bmv14v4f4ym68s5cu7

"Light Probe Interpolation Using Tetrahedral Tessellations" @ GDC2012

GI

http://gdcvault.com/play/1015312/Light-Probe-Interpolation-Using-Tetrahedral

"Fire Demo" @ NVIDIA GTC 2014

VFX

UE4 Rendering at Twitch livestream on Wednesday, April 9

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.

Thoughts about game lighting techniques in GDC2014

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…