2014-05-01から1ヶ月間の記事一覧

"Voxel Mesh Hybrids: A Walkthrough"

CG

http://blog.duangle.com/2014/05/voxel-mesh-hybrids-walkthrough.html

"A Survey of Efficient Representations for Independent Unit Vectors"

CG

http://jcgt.org/published/0003/02/01/

"Fast Terrain Rendering with Continuous Detail on a Modern GPU"

CG

http://casual-effects.blogspot.jp/2014/04/fast-terrain-rendering-with-continuous.html

Unreal Engine 4 Twitch Broadcast -- Tools Update Live from Epic

Presentation of "Assasin's Creed 4" @ Digital Dragons 2014

notes : http://bartwronski.files.wordpress.com/2014/05/assassin_s-creed-4-digital-dragons-2014.pdf http://bartwronski.com/2014/05/09/digital-dragons-2014-slides/

Viennese Mazes: What They Are, and How to Make One

AI

http://zulko.github.io/blog/2014/04/27/viennese-mazes-what-they-are/

Interview of Ryse @ Pixologic

ART

http://pixologic.com/interview/ryse-son-of-rome/1/

"Three Optimization Tips for C++"

https://www.facebook.com/notes/facebook-engineering/three-optimization-tips-for-c/10151361643253920

UDIM UV mapping @ fxguide

ART

http://www.fxguide.com/featured/udim-uv-mapping/

"Stunning Entryway of the Nishi Building Includes a Suspended Ceiling of 2,150 Reclaimed Boards from Old Homes and a Basketball Court"

ART

http://www.thisiscolossal.com/2014/05/nishi-building/

"Roadmap of Unreal Engine 4"

https://trello.com/b/gHooNW9I/ue4-roadmap https://www.unrealengine.com/blog/sharing-the-unreal-engine-4-roadmap

WebGL 2 Specification

https://www.khronos.org/registry/webgl/specs/latest/2.0/

"Windows on Earth"

ART

http://www.windowsonearth.org/

"Detailed Water with Coarse Grids" @ SIGGRAPH 2014

http://www.cs.ubc.ca/~essex/dgwater/

Sunset Overdrive : Amazing New Gameplay

" single-bounce diffuse reflections as a proof-of-concept" by Tomasz Stachowiak

https://dl.dropboxusercontent.com/u/1267818/rust/011.mkv

Slides of NVidia GTC 2014

CG

http://on-demand-gtc.gputechconf.com/gtcnew/on-demand-gtc.php "PRACTICAL REAL-TIME VOXEL-BASED GLOBAL ILLUMINATION FOR CURRENT GPUS " Alexey Panteleev. NVidia http://on-demand.gputechconf.com/gtc/2014/presentations/S4552-rt-voxel-based-glo…

"A practical guide to SSE SIMD with C++"

http://sci.tuomastonteri.fi/programming/sse

"Real world sky dome lighting" by Artur Vill

http://t.co/XP0d7dZq9U

"An Introduction to BRDF Models" Daniël Jimenez Kwast

http://hmi.ewi.utwente.nl/verslagen/capita-selecta/CS-Jimenez-Kwast-Daniel.pdf

"CG&A COLUMNS"

http://agwp.glassner.com/computer-graphics/cga-columns/

"Understanding the Low Fragmentation Heap"

http://illmatics.com/Understanding_the_LFH_Slides.pdf

"Smooth transitions in mesh gradients"

http://jaspervdg.wordpress.com/2014/05/05/smooth-transitions-in-mesh-gradients/

"New GI Preview"

GI

http://elementalray.wordpress.com/2014/05/05/new-gi-preview/

"Shader Compilation in Unity 4.5"

http://aras-p.info/blog/2014/05/05/shader-compilation-in-unity-4-dot-5/

"Working on The Witness, Part 7"

http://mollyrocket.com/casey/stream_0015.html

"Weathering and aging effects in the hands of artists"

http://seblagarde.wordpress.com/2014/05/03/weathering-and-aging-effects/

The Illusion of Life: Disney's principles of animation

http://the12principles.tumblr.com/ video http://vimeo.com/93206523

"Dialogue Prototype"

http://kosmonautblog.wordpress.com/2014/05/04/dialogue-prototype/

"Jed Henry Illustration"

ART

http://jedart.blogspot.jp/