2014-05-01から1ヶ月間の記事一覧

"SIGGRAPH 2014 : Technical Papers Preview Trailer"

"Quixel Suite - Deus Ex Environment"

"Unified Particle Physics for Real-Time Applications" @ SIGGRAPH2014

http://blog.mmacklin.com/flex/ http://vimeo.com/94622661

"Game Physics Series" by Ming-Lun "Allen" Chou

http://allenchou.net/game-physics-series/

"Finish your derivations, please"

http://fgiesen.wordpress.com/2010/10/21/finish-your-derivations-please/

Mediocre game technology

Cracking destruction http://tuxedolabs.blogspot.jp/2014/05/cracking-destruction_13.html Smashing tech http://tuxedolabs.blogspot.jp/2014/04/smashing-tech.html

"Mapping Computational Concepts to GPUs" @ GPU Gems 2

http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter31.html

Super hot

https://d2pq0u4uni88oo.cloudfront.net/projects/763695/video-388419-h264_high.mp4

"Real or Unreal"

Cornell Box comparsion

CG

http://www.graphics.cornell.edu/online/box/compare.html Measured by camera CG Difference

"SIGGRAPH 2014 papers"

http://www.physicsbasedanimation.com/2014/05/12/siggraph-2014-papers/

"THE SMALLEST 3D PRINTING PEN IN THE WORLD: LIX"

ART

Watch Dogs - 101 Trailer

"Realistic terrain in 130 lines"

CG

http://www.playfuljs.com/realistic-terrain-in-130-lines/

"Toddler Simulator! - Among the Sleep"

"Real-time Frame Rate Up-conversion for Video Games"

http://and.intercon.ru/releases/talks/rtfrucvg/

30fps vs 60 fps

http://30vs60.com/index.html

"Digital Dragons 2014 programming track"

http://kriscg.blogspot.jp/2014/05/digital-dragons-2014-programming-track.html

"Realtime Global Illumination techniques collection"

http://extremeistan.wordpress.com/2014/05/11/realtime-global-illumination-techniques-collection/

Tauba Auerbach’s RGB Colorspace Atlas Depicts Every Color Imaginable

ART

"The Unique Lighting in Mirror’s Edge"

"The Unique Lighting in Mirror’s Edge" http://dice.se/publications/the-unique-lighting-in-mirrors-edge-experiences-with-illuminate-labs-lighting-tools/

Japanese memo of "Hemicube Rendering and Integration" by IGNACIO CASTAÑO

http://the-witness.net/news/2010/09/hemicube-rendering-and-integration/ メモ HemiCube を GPU で描画することでディフューズ間接光(Irradiance)を計算する方法について. 射影方法: Hemicube を利用. (Spherical Projection や Paraboloid Projection は…

"The Rendering Technology of Lords of the Fallen" @ Digital Dragons 2014

https://www.dropbox.com/s/9y8dwaxflkur1hd/digitaldragons2014_philiphammer_rendering.pdf

"Volumetric Lighting for Many Lights in Lords of the Fallen" @ Digital Dragons 2014

http://www.slideshare.net/BenjaminGlatzel/volumetric-lighting-for-many-lights-in-lords-of-the-fallen http://bglatzel.movingblocks.net/?p=134

"Dynamic Ray Stream Traversal"

CG

http://fileadmin.cs.lth.se/graphics/research/papers/2014/drst/

Links to Unreal Engine 4 End User License

English https://www.unrealengine.com/ja/eula https://www.unrealengine.com/faq#legal Japanese https://www.unrealengine.com/ja/ja-eula https://www.unrealengine.com/ja/ja-eula-faq https://www.unrealengine.com/ja/ja-eula-faq から引用. ソースコ…

Screen shots of "SciFi Hallway" at Unreal Engine 4

https://www.unrealengine.com/blog/new-release-on-marketplace-scifi-hallway

"A Comparative Study of Screen-Space Ambient Occlusion Methods"

pdf: http://frederikaalund.com/wp-content/uploads/2013/05/A-Comparative-Study-of-Screen-Space-Ambient-Occlusion-Methods.pdf Scalable Ambient Obscurance http://graphics.cs.williams.edu/papers/SAOHPG12/ Screen-Space Far-Field Ambient Obscura…

Hemicube Rendering

GI

Hemicube Rendering and Integration By IGNACIO CASTAÑO http://the-witness.net/news/2010/09/hemicube-rendering-and-integration/ RADIOSITY, DX11 STYLE http://mynameismjp.wordpress.com/2011/01/31/radiosity-dx11-style/ Radiosity http://freespac…

Blogs of Witness

Casey's Blog http://mollyrocket.com/casey/index.html Drive Toward Point, Rapidly Exploring Random Trees, 3D Flood Filling http://mollyrocket.com/casey/stream_0006.html The Color of Noise http://mollyrocket.com/casey/stream_0014.html Visual…