2014-07-01から1ヶ月間の記事一覧

OpenGL ES Pixel Shaders Tutorial

http://www.raywenderlich.com/70208/opengl-es-pixel-shaders-tutorial

A visual explanation of Markov Chains

AI

http://setosa.io/blog/2014/07/26/markov-chains/index.html

"New GI Prototype Quick Start"

GI

http://elementalray.wordpress.com/2014/07/29/new-gi-prototype-quick-start/

"An investigation of fast real-time GPU-based image blur algorithms" by Intel

https://software.intel.com/en-us/blogs/2014/07/15/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms

"The small batch and other solutions in Mantle API" by AMD

http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/The_Small_Batch_and_other_solutions_in_Mantle_API.ppsx

Japanese memo of "Progressive Screen-Space Multichannel Surface Voxelization"

参照 GPU Pro 4 "Progressive Screen-Space Multichannel Surface Voxelization" http://gpupro.blogspot.jp/2012/11/gpu-pro-4-book-chapter.html Publications by Athanasios Gaitatzes http://www.virtuality.gr/gaitat/en/publications.html 概要 GPU Pr…

Hausdorff distance

Hausdorff distance : Wikipedia http://en.wikipedia.org/wiki/Hausdorff_distance ハウスドルフ距離 (Hausdorff distance) http://d.hatena.ne.jp/Zellij/20111206/p1 Hausdorff distance between convex polygons http://cgm.cs.mcgill.ca/~godfried/teac…

[GI] Japanese memo of "Rasterized Voxel-based Dynamic Global Illumination"

参照 GPU Pro4 : "Rasterized Voxel-based Dynamic Global Illumination" http://www.crcnetbase.com/doi/abs/10.1201/b14077-13 "Rasterized Voxel-based Dynamic Global Illumination" http://hd-prg.com/RVGlobalIllumination.html 概要 GPU Pro4 にあっ…

"A Game Artist’s Guide Back to Creativity"

http://gametextures.com/blog/2014/07/09/a-game-artists-guide-to-xen/?utm_content=buffer8ed71&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer Japanese memo ゲームアーティストによる自己啓発の記事. "早起きして, 自分の好きなことや…

[GAME_GFX] Japanese memo of Destiny Beta

あの人の研究論文集 Vol.5 No.1

http://anohitolab.com/post/88642105394/vol-5-no-1

The Last of Us Remastered - Photo Mode Tutorial | PS4

Better Explained Intuition Cheatsheet

http://betterexplained.com/cheatsheet/

G-Buffer sizes for some recent games

Reference "Fast Global Illumination Approximations on Deep G-Buffers" http://graphics.cs.williams.edu/papers/DeepGBuffer14/

Figure of Broad-Scale, Fine-Scale solutions in CG

CG

Reference "Fast Global Illumination Approximations on Deep G-Buffers" http://graphics.cs.williams.edu/papers/DeepGBuffer14/

CEDEC 2014

CEDEC 2014 は 9/2(火)のみ参加する予定です. 本当は 3 日間参加したかったのですが, 時間的な都合でこうなりました. 下は聴講予定のセッションです. 9/2(火) 11:20〜12:20 Live Coding in C++ http://cedec.cesa.or.jp/2014/session/ENG/441.html 俺屍2の…

Oculus Rift - How Does Time Warping Work?

VR

New features of Unreal Engine 4.3

https://www.unrealengine.com/blog/unreal-engine-43-release Distance Field AO : ON Distance Field AO : OFF

Some screenshots of Infamous Second Son

Realtime Local Reflection

Japanese memo of H-Basis in "Efficient Irradiance Normal Mapping"

"Motion Capture Technology Goes Into the Wild for Dawn of the Planet of the Apes"

CG

http://spectrum.ieee.org/tech-talk/computing/software/motion-capture-technology-goes-into-the-wild-for-dawn-of-the-planet-of-the-apes

ADVANCED OCTREES 1: PRELIMINARIES, INSERTION STRATEGIES AND MAXIMUM TREE DEPTH

http://geidav.wordpress.com/2014/07/18/advanced-octrees-1-preliminaries-insertion-strategies-and-size-complexity/

"Optimized Phong and Blinn-Phong Glossy Highlights"

CG

http://jcgt.org/published/0003/03/01/

"Tesserace 3D Path Tracing Test"

http://jonathan-olson.com/tesserace/tests/3d.html

Lightmapping in Anomaly 2 mobile

GI

http://kriscg.blogspot.jp/2014/07/lightmapping-in-anomaly-2-mobile.html

Making Assassin's Creed Unity: Part 2 - Next Generation Technology

Levels of Excellence

http://johncarlosbaez.wordpress.com/2013/09/29/levels-of-excellence/

"A word on Matrices"

http://www.catalinzima.com/2012/12/a-word-on-matrices/

"Hardware Accelerating Art Production" By Steve Hill

AO

http://www.gamasutra.com/view/feature/130455/hardware_accelerating_art_.php?print=1

"Ray Casting" Thomas Funkhouser

http://www.cs.princeton.edu/courses/archive/fall00/cs426/lectures/raycast/sld001.htm