2014-04-01から1ヶ月間の記事一覧

"Interactive Light Scattering with Principal-Ordinate Propagation" @ Graphics Interface 2014

CG

http://www.mpi-inf.mpg.de/~oelek/Papers/PrincipalOrdinatePropagation/

"Your brain is over the hill by age 24"

http://www.washingtonpost.com/blogs/wonkblog/wp/2014/04/16/your-brain-is-over-the-hill-by-age-24/

Minimal x86-64 Elf Header For Dynamic Loading

http://timothylottes.blogspot.jp/2014/04/minimal-x86-64-elf-header-for-dynamic.html

Game Mechanic Explorer

http://gamemechanicexplorer.com/#platformer-1

“THE DOOR PROBLEM”

http://www.lizengland.com/blog/2014/04/the-door-problem/

DRAGON AGE™: INQUISITION Gameplay Trailer

This game uses FrostBite.

Mantle White paper by AMD

Mantle White paper http://www.amd.com/Documents/Mantle_White_Paper.pdf Mantle Resources for Beta-Registered Developers http://developer.amd.com/mantle/

"Lake McDonald, Montana" @ Earth_Pics

PBR

This picture shows the fresnel effect well. Memo in Japanese アメリカのモンタナ州にあるマクドナルド湖の写真です. 水面のフレネル反射率の変化がわかりやすい写真です. 湖の手前については湖の底が見えています. これは視線ベクトルと水面の法線(真上)…

"Mapping a Cube to a Sphere"

http://mathproofs.blogspot.jp/2005/07/mapping-cube-to-sphere.html Memo in Japanese キューブをスフィアに対してマッピングする数式についてです.

"A tiny improvement of Oren-Nayar reflectance model" Yasuhiro Fujii

PBR

http://mimosa-pudica.net/improved-oren-nayar.html

"Implementation of the Disney principled BRDF"

PBR

http://www.alexandre-pestana.com/disney-principled-brdf-implementation/

Optimizing GGX Shaders with dot(L,H) by John Hable

PBR

http://www.filmicworlds.com/2014/04/21/optimizing-ggx-shaders-with-dotlh/ HLSL source code http://www.filmicworlds.com/images/ggx-opt/optimized-ggx.hlsl Memo of optimized GGX Shaders /* optimized-ggx.hlsl This file describes several optimi…

"Game Math: Interpolating Quaternions with Circular Blending"

http://allenchou.net/2014/04/game-math-interpolating-quaternions-with-circular-blending/ Memo in Japanese クォータニオンの球面補間についての記事です.

Links of Visualization demos

http://bl.ocks.org/mbostock https://github.com/mbostock/d3/wiki/Gallery Memo in Japanese 可視化のデモのリンク集です.

"This Barn Looks Like It's Wearing An Invisibility Cloak"

ART

http://www.fastcodesign.com/3029231/this-barn-looks-like-its-wearing-an-invisibility-cloak#1 Memo in Japanese 鏡貼りの家の写真です.

the timeless by mercury @ Revision 2014

Watch_Dogs featuring NVIDIA Technologies [UK]

HBAO+ TXAA

The Evil Within - PAX East Gameplay Trailer

"IRRATIONAL TECH ART"

ART

http://slueb.blogspot.jp/2014/04/irrational-tech-art.html Memo in Japanese Bioshock の開発会社である Irrational Games によるアート技術の紹介の記事です.

Pdf of Vertex 2

ART

http://www.quixel.se/Papercut/Vertex2_SD.pdf

Play videos of MGS5

ART

"grazing angle" の和訳のメモ

PBR

ライティング関係の英語の資料を読んでいると, grazing angle という単語がよく出てきます. 意味的には 平面をかすめる角度, 平らな平面にほぼ平行な角度, 平面をかするような角度, 地面をかすめて見るような角度, すれすれ角, といった感じです.

Slides of Unite Japan 2014

http://japan.unity3d.com/unite/unite2014/schedule

A SAMPLING OF SHADOW TECHNIQUES @ Danzer Zone

http://mynameismjp.wordpress.com/2013/09/10/shadow-maps/

"Depth data viewer"

http://www.clicktorelease.com/tmp/depth-player/

UE4 screenshots by orihaus

https://www.flickr.com/photos/orihaus/

GLSL Shader Validator

https://sublime.wbond.net/packages/GL%20Shader%20Validator

Computer Science from the Bottom Up

http://www.bottomupcs.com/

You Don't Read Code, You Explore It

http://prog21.dadgum.com/194.html

Link collection of Ambient BRDF

"Lighting Killzone : Shadow Fall" "Moving to the Next Generation - The Rendering Technology of Ryse" @ GDC2014 - OLD hanecci’s blog : 旧 はねっちブログ "Real Shading in Unreal Engine 4 (Brian Karis) SIGGRAPH2013" "Practical Implementation …