2014-04-01から1ヶ月間の記事一覧

Some links of OpenGL projection matrix

OpenGL Projection Matrix http://www.songho.ca/opengl/gl_projectionmatrix.html UNDERSTANDING OPENGL’S MATRICES http://www.learnopengles.com/understanding-opengls-matrices/

"Projection Matrix Tricks" by Eric Lengyel @ GDC2007

http://www.terathon.com/gdc07_lengyel.pdf

"Pyro Board: An Audio Visualizer Created from an Array of 2,500 Flames"

ART

"Infamous Second Son Official Photo Thread"

ART

http://www.neogaf.com/forum/showthread.php?t=803994

"Community wrap up of the Division" via @d_gfx

ART

http://tomclancy-thedivision.ubi.com/game/en-GB/news/detail.aspx?c=tcm:154-135463-16&ct=tcm:148-76770-32

"Light Propagation Volumes in Fable Legends" @ Unreal Engine 4

http://www.lionhead.com/blog/2014/april/17/dynamic-global-illumination-in-fable-legends/ "Unreal Diaries: Why Lionhead chose UE4 for Fable Legends" @ develop https://www.develop-online.net/tools-and-tech/unreal-diaries-why-lionhead-chose-u…

Octahedron normal vector encoding

http://kriscg.blogspot.jp/2014/04/octahedron-normal-vector-encoding.html Memo in Japanese 8 面体を使った 法線のエンコードのテクニックです.

Spherical/zonal harmonics library by andrewwillmott

https://github.com/andrewwillmott/sh-lib Notes : http://www.andrewwillmott.com/tech-notes#TOC-Spherical-Harmonics Memo in Japanese SimCity (PC版)で AO Volume とかを実装していた Andrew Willmott さんが作った Spherical/zonal harmonics のライ…

"Interactive Simulation of Rigid Body Dynamics in Computer Graphics"

http://image.diku.dk/kenny/download/bender.erleben.ea12.pdf Memo in Japanese 剛体の動力学シミュレーションに関するまとめの論文です.

Indirect lighting by Unreal Engine 4 Lightmass

http://www.polycount.com/forum/showpost.php?p=2048517&postcount=1529 Memo in Japanese Half Life 2 の駅のマップに対して, Unreal Engine 3 の LightMass と Unreal Engine 4 の LightMass でディフューズ間接光やシャドウをテクスチャに焼き付けたとき…

PBR tutorial at Marmoset.org

Basic Theory of Physically-Based Rendering https://www.marmoset.co/toolbag/learn/pbr-theory Tutorial: Physically Based Rendering, And You Can Too! http://www.marmoset.co/toolbag/learn/pbr-practice Memo in Japanese Marmoset.org にあった物理…

Tech Interview: Titanfall on Xbox 360

http://www.eurogamer.net/articles/digitalfoundry-2014-titanfall-xbox-360-tech-interview Memo in Japanese Titalfall XBox360 版に関する技術記事です.

PBR Material Database

http://carlosmontero.com/pbr_database/ http://www.polycount.com/forum/showthread.php?p=2046848#post2046848 Memo in Japanese 物理ベースシェーディングのためのマテリアルの設定値の例です. 特にラフネスはスペキュラのシェーディングモデルに依存す…

Deus Ex scene at Unreal Engine 4 by Wiktor Ohman(@Disting)

https://twitter.com/Disting

Session videos of DirectX12

DirectX12 session video @ GDC2014 http://channel9.msdn.com/Blogs/DirectX-Developer-Blog/DirectX-Evolving-Microsoft-s-Graphics-Platform DirectX12 session video @ Build2014 https://channel9.msdn.com/Events/Build/2014/3-564 Memo in Japanese G…

"3D model of Switzerland" via @RemiBovard

http://data.deltaecho.net/switzerland-3d/

PowerVR Rogue USC

http://blog.imgtec.com/powervr/graphics-cores-trying-compare-apples-apples

Why use WebGL for Graphics Research?

http://www.realtimerendering.com/blog/why-use-webgl-for-graphics-research/ Memo in Japanese 何故, 研究のデモ用に WebGL を使うか? のブログ記事です.

Test PBR shader code for BRDF explorer

DIY

Warning : This code is not optimized. analytic //---------------------------------------------------------------------------------------------------- // PBR test shader by hanecci // // This software is released under the Unlicense. ( http…

"Specular BRDF Reference" by GraphicsRants

PBR

http://graphicrants.blogspot.jp/2013/08/specular-brdf-reference.html Memo in Japanese 物理ベースなスペキュラシェーディング用の式の一覧です.

"DONTNOD Physically based rendering chart for Unreal Engine 4"

PBR

http://seblagarde.wordpress.com/2014/04/14/dontnod-physically-based-rendering-chart-for-unreal-engine-4/ DONTNOD PBR chart for Unreal Engine 4 old DONTNOD PBR chart for Unreal Engine 3 Memo in Japanese Rememeber Me の開発会社の DONTNOD に…

"BEARS ON STAIRS" via @FilmicWorlds

ART

http://vimeo.com/91711011 Memo in Japanese 「階段を登る熊のモデル」を 3d プリンタで出力して, コマ撮りアニメーションをした動画です.

"Thread: Why C++ for Unreal 4?"

https://forums.unrealengine.com/showthread.php?2574-Why-C-for-Unreal-4&p=16252&viewfull=1#post16252

"Sony A7s: Low Light Demonstration (ISO 1600 to 409600)"

ART

Memo in Japanese Sony の A7s で ISO 感度を 1600 から 409,600 に変化させた時の見た目の変化を示す動画です.

Shader assembly of fresnel approximation

Test code //---------------------------------------------------------------------------------------------------- // Fresnel test shader by hanecci // // This software is released under the Unlicense. ( http://unlicense.org/ ) // // This is…

"Nvidia Grass-Techdemo" @ GDC 2014

"Watch_Dogs - Welcome to Chicago [UK]"

Windows rendering techniques of AC/Row/Infinite @ Simon's Blog

http://simonschreibt.de/gat/windows-ac-row-ininite/

Six programming paradigms that will change how you think about coding

http://brikis98.blogspot.dk/2014/04/six-programming-paradigms-that-will.html

Symbolic scalar-by-matrix derivative

http://mathematica.stackexchange.com/questions/45800/symbolic-scalar-by-matrix-derivative?atw=1