2014-06-01から1ヶ月間の記事一覧

"Mad Max from Avalanche Studios"

ART

http://imgur.com/a/zxUXQ

"MOVING TO PHYSICALLY-BASED SHADING"

http://www.chrisevans3d.com/pub_blog/moving-physically-based-shading/

Japanese memo of "some definition about AO"

参照 ShaderX7 "6.2 Image-Space Horizon-Based Ambient Occlusion by Louis Bavoil and Miguel Sainz" メモ ShaderX7 に載っていた AO の適用方法に関するメモです. 下に出てくる V(ω)は可視性を示していて, 開いた空間では V(ω)=1, ジオメトリにヒットした…

"The Timeless Beauty Of Studio Ghibli's Movies"

ART

http://kotaku.com/the-timeless-beauty-of-studio-ghiblis-movies-1592437925?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow

"Fast Global Illumination Approximations on Deep G-Buffers"

GI

url: http://graphics.cs.williams.edu/papers/DeepGBuffer14/ pdf: http://graphics.cs.williams.edu/papers/DeepGBuffer14/Mara2014DeepGBuffer.pdf demo with source code: http://graphics.cs.williams.edu/papers/DeepGBuffer14/Mara2014DeepGBufferDem…

Japanese memo of "Hi-Z Screen-Space Cone-Traced Reflections" @ GPU Pro5

概要 GPU Pro5 の記事 "Hi-Z Screen-Space Cone-Traced Reflections" のメモです. (正確で詳細な情報は本を参照していただけると助かります. ) この記事では大雑把に言うと, GPU が描画した画面内の情報を使ったリアルタイムなリフレクションである Realtime…

"Textures of Cerberus Gun"

ART

http://artisaverb.info/Cerberus.html

Video of "Marvelous Designer 2"

ART

http://www.cg-space.com/index.php/page/index.html/_/news-highlights/marvelous-designer-2-r18 video: http://vimeo.com/28042644

"Divide and Conquer G-Buffer Ray Tracing"

CG

http://penguin.ewu.edu/cscd570/2014/dstokes_Thesis.pdf

"Streaming G-Buffer Compression for Multi-Sample Anti-Aliasing" by Intel

https://software.intel.com/en-us/articles/streaming-g-buffer-compression-for-multi-sample-anti-aliasing

"Rendering Glints on High-Resolution Normal-Mapped Specular Surfaces" SIGGRAPH2014

http://www.cs.berkeley.edu/~lingqi/

"PIXELS by Patrick Jean"

ART

The Vanishing of Ethan Carter Videos

http://www.gamersyde.com/download_the_vanishing_of_ethan_carter_welcome_to_red_creek_valley-32224_en.html

"Why modern CPUs are starving and what can be done about it" By Francesc Alted

CPU

http://www.blosc.org/docs/StarvingCPUs-CISE-2010.pdf

"The Legacy of GOAL"

http://art-of-optimization.blogspot.jp/2014/06/the-legacy-of-goal.html

"Voxel geometry up-scaling"

CG

http://danielparente.sharedby.co/rT2yfh

"Insomniac’s Water Rendering System" 2009

http://www.insomniacgames.com/tech/articles/0409/files/water.pdf Memo in Japanese Insomniac Games の水レンダリングについての資料です.

Some links of Anti-Aliasing

"Filtering Approaches for Real-Time Anti-Aliasing" SIGGRAPH 2011 Cources http://iryoku.com/aacourse/ "A QUICK OVERVIEW OF MSAA" @ DangerZone http://mynameismjp.wordpress.com/2012/10/24/msaa-overview/ "APPLYING SAMPLING THEORY TO REAL-TIME …

"Star Wars Battlefront" Trailer by EA DICE at E3 2014

Memo in Japanese E3 2014 で公開された "Star Wars Battlefront" の作成に関するトレイラーです. EA DICE が Star Wars の IP でゲーム開発をしています. 実際に博物館(Lucas Cultural Arts Museum)に行って, モデルをキャプチャしています. ロケ地(雪山, …

"Exploiting Local Orientation Similarity for Efficient Ray Traversal of Hair and Fur" @ HPG2014

http://www.sci.utah.edu/~wald/Publications/2014/hair/hair.pdf

"Multiple-Fluid SPH Simulation Using a Mixture Model"

http://www.physicsbasedanimation.com/2014/06/12/multiple-fluid-sph-simulation-using-a-mixture-model/

Wilson’s Algorithm

AI

Wilson’s algorithm uses loop-erased random walks to generate a uniform spanning tree http://bl.ocks.org/mbostock/11357811

"Your job is not to Code"

http://www.andresosinski.com/you-job-is-not-to-code.html

"Where is my C++ replacement?" by @kenpex

http://c0de517e.blogspot.ca/2014/06/where-is-my-c-replacement.html

Hash Table Strategies

http://nothings.org/gamedev/hashing/index.html

GLFLUSH(); GOTO METAL;

http://kickingbear.com/blog/archives/447

"The 5 hottest new 3D tools for 2014"

http://www.creativebloq.com/audiovisual/3d-tools-2014-61411856 OpenSubDiv by Pixar ToolBag by Marmoset Bifrost in Maya Photoshop CC's 3D printing tools Marvelous Designer

Slides of Killzone Shadow Fall @ GDC2014

Graphics "Taking Killzone Shadow Fall Image Quality into the Next Generation" pptx: http://www.guerrilla-games.com/presentations/GDC2014_Valient_Killzone_Graphics.pptx pdf: http://www.guerrilla-games.com/presentations/GDC2014_Valient_Killz…

Japanese memo of "Multi-Resolution Ambient Occlusion"

Reference "Multiresolution ambient occlusion" by Inigo Quilez (Pixar) http://www.iquilezles.org/www/articles/multiresaocc/multiresaocc.htm Link collection of world-space top-down graphics techniques - OLD hanecci’s blog : 旧 はねっちブログ…

"Light Shafts" @ GDC 2004

http://developer.amd.com/wordpress/media/2012/10/Mitchell_LightShafts.pdf