2014-07-01から1ヶ月間の記事一覧

"Geometry Algorithms Home"

http://geomalgorithms.com/index.html

"How to become a Graphics Programmer in the games industry"

http://www.gamasutra.com/blogs/OliverFranzke/20140718/221347/How_to_become_a_Graphics_Programmer_in_the_games_industry.php

"Crytek's principal graphics engineer departs for id Software"

http://www.pcgamer.com/2014/07/18/cryteks-principal-rd-graphics-engineer-departs-for-id-software/ Crytek のリードグラフィクスプログラマの Tiago Sousa さんが id Software に移りました.

Videocard Benchmarks by PassMark Software

http://www.videocardbenchmark.net/high_end_gpus.html

MJP's Specular Antialiasing Sample via @HD_Iwasaki

PBR

http://mjp.codeplex.com/releases/view/109905

"The complete guide to PowerVR Rogue GPUs"

http://blog.imgtec.com/powervr/the-complete-guide-to-powervr-rogue-gpus-specifications-features-api-support

CEDEC 2014 で気になっているセッションのメモ

http://cedec.cesa.or.jp/2014/index.html 9/2(火) Live Coding in C++ 11:20〜12:20 http://cedec.cesa.or.jp/2014/session/ENG/441.html 俺屍2のスタイライズド・レンダリングを越えてゆけ 11:20〜12:20 http://cedec.cesa.or.jp/2014/session/ENG/4787.h…

MacBook Pro 15 inch Retina

PC

https://www.apple.com/jp/macbook-pro/specs-retina/ http://support.apple.com/kb/HT3246?viewlocale=ja_JP#iris CPU : 2.3GHzクアッドコアIntel Core i7プロセッサ(Turbo Boost使用時最大3.5GHz) メモリ : 16GB 1,600MHz DDR3L GPU : NVIDIA GeForce GT…

Lenovo Y50

PC

http://www.lenovo.com/jp/catalog/nb/2014/y50_0624.html CPU : インテル® Core™ i7-4710HQ プロセッサー, 2.50 GHz(ターボブースト時3.50 GHz) メモリ : 8GB(8GBx1)(PC3-12800 DDR3L SDRAM) / 8GB GPU : NVIDIA GeForce GTX 860M ディスプレイ : 1,920x1,2…

Gaming Laptop "Razer Blade"

PC

http://www.razerzone.com/jp-jp/gaming-systems/razer-blade CPU : Intel® Core™ i7-4702HQ ハイパースレッディング付きクアッドコアプロセッサ (2.2 GHzベース/ 3.2 GHzターボ) メモリ : 8GB DDR3L-1600MHz GPU : NVIDIA® GeForce® GTX 870M (3GB GDDR5) …

"Destiny: PS3 vs PS4 Gameplay Comparison Footage"

"Implementing Efficient Virtual Shadow Maps for Many Lights" SIGGRAPH 2014

http://www.cse.chalmers.se/~olaolss/get_file.php?filename=papers/clustered_with_shadows_siggraph_2014.pdf

ACM SIGGRAPH Conference on Motion in Games 2014

http://mig2014.ict.usc.edu/

"Path Integral Formulation of Light Transport"

GI

http://cgg.mff.cuni.cz/~jaroslav/papers/2013-ltscourse/02%20-%20ltscourse%20-%20path%20integral%20-%20krivanek%20-%20notes.pdf

Budgets of games by wccftech.com

1 million = 100 万ドル = 約 1 億円

Early papers of SSAO

AO

0. "Image Enhancement by Unsharp Masking the Depth Buffer" SIGGRAPH 2006 http://graphics.uni-konstanz.de/publikationen/2006/unsharp_masking/webseite/ 1. "Hardware Accelerated Ambient Occlusion Techniques on GPUs" I3D 2007 http://www.okanar…

Screenshots of Direct Lighting and Indirect Lighting

GI

"Ray Tracing vs. Point-based GI for Animated Films" (Tabellion) SIGGRAPH2010 http://cgg.mff.cuni.cz/~jaroslav/gicourse2010/ "Practical Real-Time Voxel-Based Global Illumination For Current GPUs" GTC 2014 http://on-demand.gputechconf.com/gt…

"Programming Is Not Math"

http://www.sarahmei.com/blog/2014/07/15/programming-is-not-math/

"Infinite Projection Matrix Notes"

http://timothylottes.blogspot.cz/2014/07/infinite-projection-matrix-notes.html

Japanese memo of "Watch Dogs"

概要 Watch Dogs の PS4 版をプレイした際のメモです.

"Real world very black material (albedo 0.00035)"

PBR

http://www.dailymail.co.uk/sciencetech/article-2690424/Scientists-discover-new-black-British-researchers-devise-material-dark-looks-like-black-hole.html?ITO=1490&ns_mchannel=rss&ns_campaign=1490

"Distance Field AO Interaction in UE4"

オブジェクトの Distance Field を使った AO のデモです. Distance Field はオブジェクト単位で事前に計算している感じなのでしょうかね ? Distance Field から AO を計算する方法 "Advanced Procedural rendering in DX11" by Matt Swoboda @ GDC2012 http:…

Project CARS - E3 Trailer

E3

"An Unconditionally Stable MacCormack Method", 2007

http://physbam.stanford.edu/~fedkiw/papers/stanford2006-09.pdf

NVidia/AMD graphics chips roadmap 2014

http://www.3dcenter.org/news/nvidias-gm200-chip-erstmals-gesichtet

"Irradiance Caching" by Ignacio Castaño (Developer of "the Witness" at PS4)

GI

Irradiance Caching Part1 http://the-witness.net/news/2011/07/irradiance-caching-part-1/ Irradiance Caching – Continued http://www.ludicon.com/castano/blog/2014/07/irradiance-caching-continued/

"Link collection of Color correction in games"

"Using Lookup Tables to Accelerate Color Transformations" GPU Gems2 http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter24.html "CryEngine : reaching the speed of light" SIGGRAPH 2010 http://advances.realtimerendering.com/s2010/Kapla…

"Game of Thrones, Season 4 – VFX making of reel"

VFX

http://vimeo.com/100095868

Full CG sharks by Wieger Poutsma

ART

Twitter : https://twitter.com/FISKimaging

Open world map size comparsion