2014-08-01から1ヶ月間の記事一覧

Sparse Procedural Volume Rendering by Doug McNabb

Scanlines at shader toy by TIMOTHY LOTTES

http://timothylottes.blogspot.jp/2014/08/scanlines.html

Unite2014: Mastering Physically Based Shading in Unity 5

http://www.slideshare.net/RenaldasZioma/unite2014-mastering-physically-based-shading-in-unity-5

"Advances in Real-Time Rendering in Games" SIGGRAPH2014

http://advances.realtimerendering.com/s2014/index.html

Bloodborne - Official Gamescom Demo Gameplay: Full Play-thru | PS4 Exclusive Action RPG

PS4 Exclusive The Tomorrow Children Uses New Ray Tracing Tech with Real Reflections

http://www.dualshockers.com/2014/08/13/ps4-exclusive-the-tomorrow-children-uses-new-ray-tracing-tech-with-real-reflections-more-info-shared/

Reflection system in Thiefs. SIGGRAPH2014

https://www.dropbox.com/s/eizabia22186umf/SIGGRAPH2014_Draft.pptx

High Quality Temporal Supersampling by Brian Karis

https://www.unrealengine.com/resources

Living worlds, html5 demo using color cycling

http://www.effectgames.com/demos/worlds/ http://www.effectgames.com/demos/canvascycle/

RIME TRAILER | #PlayStationGC

inFAMOUS First Light TRAILER | #PlayStationGC

P.T coming to PlayStation.

Bloodborne GamesCom Trailer

Far Cry 4 - Keys to Kyrat Trailer

The Vanishing of Ethan Carter - Gamescom 2014 Trailer

An Unreal Decision

http://martiancraft.com/blog/2014/08/an-unreal-decision/

Official Destiny Gameplay Trailer: Mars

Gamescom 2014 Show Reel – Powered by Unreal Engine

Unified Particle Physics for Real-Time Applications

http://mmacklin.com/flex_siggraph_slides.pdf

SIGGRAPH 2014: DirectX 12 on Intel

https://software.intel.com/en-us/blogs/2014/08/11/siggraph-2014-directx-12-on-intel

"UE4 Archviz" by koooolalala

https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting

SmallUPBP : A (not too) small physically based volumetric renderer

http://www.smallupbp.com/ Reference "Unifying points, beams, and paths in volumetric light transport simulation" Jaroslav Křivánek, Iliyan Georgiev, Toshiya Hachisuka, Petr Vévoda, Martin Šik, Derek Nowrouzezahrai, and Wojciech Jarosz. SIG…

Slides of "Real-time lighting via Light Linked List" at SIGGRAPH2014

http://www.insomniacgames.com/siggraph-real-time-lighting-via-light-linked-list/

Slides of "Tessellation in Call of Duty: Ghosts" at SIGGRAPH2014

http://t.co/F8vU5rtj3f

"Multiplexed Metropolis Light Transport" T. Hachisuka, A. S. Kaplanyan, and C. Dachsbacher. SIGGRAPH2014

http://www.ci.i.u-tokyo.ac.jp/~hachisuka/ paper : http://www.ci.i.u-tokyo.ac.jp/~hachisuka/mmlt.pdf slides : http://www.ci.i.u-tokyo.ac.jp/~hachisuka/mmlt_slides.pdf codes : http://www.ci.i.u-tokyo.ac.jp/~hachisuka/

SIGGRAPH2014 Links by Stephan Hill (@SelfShadow)

http://blog.selfshadow.com/2014/08/14/siggraph-2014-links/ Japanese memo Twitter の方に「自分の講演の SIGGRAPH 2014 のスライドを公開したよ〜」といった情報が少しずつ流れています. でも 去年と同様に上のリンクに情報が集約されていくと思いますの…

"GPU-Based Techniques for Global Illumination Effects" 2008

"GPU-Based Techniques for Global Illumination Effects" Laszlo Szirmay-kalos、Laszlo Szecsi、 Mateu Sbert 2008/05/30 http://www.amazon.com/GPU-based-Techniques-Illumination-Synthesis-Animation/dp/1598295594/

"Practical Global Illumination with Irradiance Caching" 2009

"Practical Global Illumination with Irradiance Caching" Jaroslav Krivanek, Pascal Gautron. 2009/3/30 http://www.amazon.com/Practical-Illumination-Irradiance-Synthesis-Animation/dp/1598296442/

"Screen Space Ray Tracing" by Morgan McGuire

http://casual-effects.blogspot.com/2014/08/screen-space-ray-tracing.html

[SIGGRAPH] "Advances in Real-Time Rendering in 3D Graphics and Games"

http://advances.realtimerendering.com/