2014-04-26から1日間の記事一覧

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…