2014-10-01から1ヶ月間の記事一覧

Roy Kafri - Mayokero

ART

‘Assassin’s Creed Unity’ PC Requirements Are Surprising

http://gamerant.com/assassins-creed-unity-pc-requirement-specs/

Thinking Parallel, Part I: Collision Detection on the GPU

http://devblogs.nvidia.com/parallelforall/thinking-parallel-part-i-collision-detection-gpu/

Richard Giblett’s Architectural Algorithms

ART

http://socks-studio.com/2014/10/16/richard-gibletts-architectural-algorithms/

Mirror's Edge Real Life Parkour - Go Pro 4

Life is strange

BERTRAND REMONDIN TEXTURE & 3D ENVIRONMENT ARTIST

ART

http://bertrandremondin.com/page-dualuniverse.html

C# for Unreal Engine 4

http://mono-ue.github.io/ http://tirania.org/blog/archive/2014/Oct-23.html

Scratch-a-pixel and more

http://raytracey.blogspot.jp/2014/10/scratch-pixel-and-more.html

"Efficient antialiasing on Intel HD graphics" Alexander Reshetov. SIGGRAPH2012

http://visual-computing.intel-research.net/publications/papers/2012/saasig/saa.pdf

Early stories of shading on graphics hardware

http://gaim.umbc.edu/2014/09/12/gh-shading/

Advanced Screenspace Antialiasing

http://twvideo01.ubm-us.net/o1/vault/gdceurope2010/slides/A_Schober_Advanced_Screenspace_Antialiasing.pdf

Tone Mapping High Dynamic Range Videos using Wavelets

CG

http://graphics.pixar.com/library/ToneMappingVideoUsingWavelets/

"Rendering Fields of Grass using DirectX11 in GRID Autosport"

http://blog.codemasters.com/wp-content/uploads/2014/10/Rendering-Fields-of-Grass-using-DirectX11-in-GRID-Autosport.pdf

BUILDING YOUR OWN ENGINE, PART 1 – GETTING READY FOR THE NEXT GENERATION

http://www.makinggames.biz/features/building-your-own-engine-part-1-getting-ready-for-the-next-generation,6305.html

CppCon 2014: Nicolas Fleury "C++ in Huge AAA Games"

slides: https://github.com/CppCon/CppCon2014/tree/master/Presentations/C%2B%2B%20in%20Huge%20AAA%20Games

3D Printed Sugar

ART

http://www.fubiz.net/2014/10/11/3d-printed-sugar/

PBR Tiling Texture Creation in ZBrush, Substance Designer and Knald

http://eat3d.com/free/pbr-tiling-texture-creation-zbrush-substance-designer-and-knald

Facebook's software architecture

http://muratbuffalo.blogspot.jp/2014/10/facebooks-software-architecture.html?spref=tw

The Evil Within Review

Japanese memo 残虐シーン注意.

I am Bread - First Look

Assasin's Creed Unity Story Trailer

Crowd dynamics test using Miarmy for Maya

Terrain Tubes

https://www.shadertoy.com/view/4sjXzG

"Hatred" Reveal Gameplay Trailer

Japanese memo 残虐シーン, 要注意!! です. Unreal Engine 4 で開発されているゲームです.

24 EASY Hi-Tech Halloween Costumes for 2014

AR

Bart Wronski moving to SonySantaMonica studio

Japanease memo アサシンクリード 4 のグラフィックスプログラマの Bart Wronski がソニーのサンタモニカスタジオの転職するらしいです.

Disney’s new Production Renderer ‘Hyperion’via @hal1932

http://www.fxguide.com/featured/disneys-new-production-renderer-hyperion-yes-disney/ Japanese memo Disney の新しいレンダラー Hyperion に関する fxguide の記事です.

最近, ブログの更新頻度が下がった件について

2014/10/13 すみません. 最近, PS4 の Destiny にはまり過ぎて(汗) ブログの更新頻度が低かったです. Twitter で面白い技術ネタがあったら, 投稿するようにします〜. 追記 2014/11/15 Destiny については下図のようにレイド防具も揃って 3 キャラ(ハンターx1…

IGM Interviews – Mikolai Stroinski (The Vanishing of Ethan Carter)

http://indiegamemag.com/igm-interviews-mikolai-stroinski-the-vanishing-of-ethan-carter/