2014-06-01から1ヶ月間の記事一覧

Japanese memo of "Taking Killzone Shadow Fall Image Quality into the Next Generation" @ GDC2014

概要 以前に紹介した資料 Slides of Killzone Shadow Fall @ GDC2014 - OLD hanecci’s blog : 旧 はねっちブログ のうち, グラフィックスの講演に関するメモです. 知識不足で現段階ではまともなメモを書けそうにないのでスキップします.

"Sheets of Glass Cut into Layered Ocean Waves by Ben Young"

ART

http://www.thisiscolossal.com/2014/06/sheets-of-glass-cut-into-layered-ocean-waves-by-ben-young/

Please Calculate This Circle’s Circumference

http://randomascii.wordpress.com/2014/06/26/please-calculate-this-circles-circumference/

"Fluid Simulation for Video Games " by Intel

https://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/

"Lighting is Density"

CG

http://www.joshbarczak.com/blog/?p=54

Japanese memo of building "Unreal Engine 4.2" on Windows

概要 Unreal Engine 4.2 を Windows でビルドする際のメモです. 詳しくは英語で UnrealEngine-4.2\\REAME.md に書いてあります.

"Autodesk riding Shotgun"

http://www.fxguide.com/featured/autodesk-riding-shotgun/

"A Practical Guide to Polygon Mesh Repairing"

CG

https://www.graphics.rwth-aachen.de/media/papers/eg2012_tutorial_meshrepair_021.pdf

SIGGRAPH 2014 Cources

"Physically Based Shading in Theory and Practice" http://s2014.siggraph.org/attendees/courses/events/physically-based-shading-theory-and-practice "Advances in Real-Time Rendering in Games, Part I" http://s2014.siggraph.org/attendees/course…

How bad are small triangles on GPU and why?

http://www.g-truc.net/post-0662.html#menu

"Oh envmap lighting, how do we get you wrong? Let me count the ways..."

PBR

http://c0de517e.blogspot.jp/2014/06/oh-envmap-lighting-how-do-we-get-you.html Memo in Japanese IBL のお話.

A BRDF analysis library

PBR

http://alta.gforge.inria.fr/

"Unreal Engine 4 Rivalry Demo" @ Google I/O 2014

Tegra K1, Google's AEP (Android Extension Pack) extensions for OpenGL ES 3.1. Original content was built for high-end PC and the DirectX 11 graphics API. And ported to mobile in less than three weeks.

Some personal memo of Middleware usages

About This lists are personal memo about middleware usages in game titles. So, it doesn't mean special if some games are in the list or not. 個人的なメモですので, このリストにあるゲーム・ないゲームには特に意味は無いです. Havok Killzone Sha…

NVidia Hairworks

Tutorials of Curvature

CG

http://www.neilblevins.com/cg_education/shading_pipeline_overview/shading_pipeline_overview_4.htm http://www.neilblevins.com/cg_education/vertex_map_wear/vertex_map_wear.htm Japanese memo 表面が硬いものはそのエッジ部分がでこぼこしたり, 傷…

Videos of Curvature map for Substance

ART

PBR videos for Substance

"Physically Based Rendering in Substance" "Physically Based Rendering - A Practical Workflow for 3D Artists - Featuring Substance Painter"

Program of HPG 2014

HPG

http://www.highperformancegraphics.org/2014/program/ Memo in Japanese HPG2014 の講演のプログラムです.

"A Fast and Stable Feature-Aware Motion Blur Filter"

http://graphics.cs.williams.edu/papers/MotionBlurHPG14/

"Mysterious Landscapes of People Exploring the World" by Nicolas Bouvier

ART

http://www.thisiscolossal.com/2014/06/nicolas-bouvier-photography/ Memo in Japanese 少年(あるいは人の小さいシルエット)が奇異な世界の中にいる絵は, その先が気になるという意味で魅力的だなぁと思いました.

"An intro to modern OpenGL. Table of Contents"

http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Table-of-Contents.html

"Real-Time Deformation of Subdivision Surfaces from Object Collisions" HPG2014

HPG

http://hgpu.org/?p=12334

"A GPU Approach to Path Finding"

http://nullprogram.com/blog/2014/06/22/

"A trip through the Graphics Pipeline 2011: Index"

http://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/

"Metal Gear Solid 5 The Phantom Pain Gameplay" (PS4) (HD)

Memo

"In Praxis: Atmosphere" 2012

http://reset-game.net/?p=284

"Interactive Rendering of Giga-Particle Fluid Simulations" HPG2014

pdf: http://wwwcg.in.tum.de/fileadmin/user_upload/Lehrstuehle/Lehrstuhl_XV/Research/Publications/2014/FluidRendering/paper.pdf

"Mirror's Edge 2" @ E3 2014

My most favorite visual artwork.

WebGL BRDF Explorer

PBR

http://patapom.com/topics/WebGL/BRDF/