2014-11-01から1ヶ月間の記事一覧

STAR WARS : THE FORCE AWAKENS

Overwatch Gameplay Trailer

Modular radiance transport (MRT) demo at Apple Store

https://itunes.apple.com/us/app/rad-storm/id500518481 Short Japanese memo Apple Store にある Modular radiance transport (MRT) による GI のデモです.

Apollo 11 Lunar Landing Demo by NVidia

Blog : http://blogs.nvidia.com/blog/2014/11/11/maxwell-apollo-demo/ Download demo : http://www.nvidia.com/coolstuff/demos#!/apollo-11 Short Japanese memo Apollo 11 の月面着陸のシーンを リアルタイム CG で表現する試み. 下図の左側はレンダリン…

Some graphics screenshots of Destiny @ PS4

Short Japanese memo Destiny の PS4 版でのゲームグラフィックス関係のスクリーンショットです. Light shafts (ライトシャフト)

Japanese memo of "Ambient Obscurance Baking on the GPU"

概要 Destiny での AO ( Ambient Obscurance : 距離減衰を考慮した AO ) の話. 論文へのリンク http://www.seas.upenn.edu/~ladislav/sloan13ambient/sloan13ambient.pdf 下は AO の結果の図.

Circle of Abstract Ritual

ART

Circle of Abstract Ritual from Jeff Frost on Vimeo.

MEMEX

ART

The Technology behind Shadow Warrior, ZTG 2014

http://www.slideshare.net/jaros_p/the-technology-behind-shadow-warrior-ztg-2014

"In-depth: Functional programming in C++" by John Carmack

http://gamasutra.com/view/news/169296/Indepth_Functional_programming_in_C.php

Stateless, layered, multi-threaded rendering – Part 1

http://molecularmusings.wordpress.com/2014/11/06/stateless-layered-multi-threaded-rendering-part-1/

A working Lego particle accelerator

ART

Short Japanese memo レゴで作った加速器.

A very simple method for approximate blue noise sampling on a triangle mesh

http://www.alecjacobson.com/weblog/?p=4111

Unity UI

http://unity3d.com/unity/whats-new http://blogs.unity3d.com/2014/11/26/4-6-is-released-with-source-for-ui-system/ Short Japanese memo Unity の新しい UI はソースコードも公開されているようです.

"Accurate computation of single scattering in participating media with refractive boundaries"

CG

https://hal.inria.fr/hal-01083246#.VHWM9VTQz5w.twitter

Enhanced Sphere Tracing

http://erleuchtet.org/~cupe/permanent/enhanced_sphere_tracing.pdf Short Japanese memo 古典的なスフィアトレーシングの強化について.

Zelda Wind Waker – Hyrule Travel Guide by

http://simonschreibt.de/gat/zelda-wind-waker-hyrule-travel-guide/ Short Japanese memo Smith さんによるゼルダの伝説の風のタクトで使われている技術について独自に考察した記事です.

OpenGL Capabilities Tables

https://developer.apple.com/opengl/capabilities/ Short Japanese memo OpenGL のバージョンごとに機能対応についてのテーブルです.

IES light format: Specification and reader

PBR

http://seblagarde.wordpress.com/2014/11/05/ies-light-format-specification-and-reader/ Short Japanese memo IES ライトプロフィルの仕様とリーダーのプログラムに関するブログ記事です.

Frostbite Tech Demo: Battlefield 4 on iOS

http://www.frostbite.com/2014/11/frostbite-tech-demo-battlefield-4-on-ios/ Short Japanese memo Frostbite の技術デモとして, バトルフィールド 4 が iOS で動いたとのこと.

"Pushing the limits of realism of materials" at Maxwell Renderer

PBR

http://blog.maxwellrender.com/tips/pushing-the-limits-of-realism-of-materials/ Short Japanese memo レンダラ Maxwell での物理ベースレンダリングの記事です.

Per-face parameterization for Texture Mapping of Geometry in Real-Time

CG

http://www.frostbite.com/2014/11/per-face-parameterization-for-texture-mapping-of-geometry-in-real-time/

A Simple Method for Correcting Facet Orientations in Polygon Meshes Based on Ray Casting

CG

http://www.alecjacobson.com/weblog/?p=4147

NVIDIA ShadowWorks (HBAO+ and Advanced Shadows).

https://developer.nvidia.com/gameworksdownload#?dn=nvidia-shadowworks-2-x

A Physically Plausible Model forLight Emission from Glowing Solid Objects. 2011a

CG

http://cgg.mff.cuni.cz/~wilkie/Website/Home_files/egsr_2011_glow.pdf

Transparency (or Translucency) Rendering

https://developer.nvidia.com/content/transparency-or-translucency-rendering

You Can Play Video Games

http://casual-effects.blogspot.jp/2014/11/you-can-play-video-games.html

Perfecting Destruction: Racing Game Focuses on the Crash

http://www.siggraph.org/discover/news/perfecting-destruction-racing-game-focuses-crash

UVAtlas is now available on CodePlex

http://blogs.msdn.com/b/chuckw/archive/2014/11/14/uvatlas-return-of-the-isochart.aspx

GGX vs Blinn Spec distribution. GGX gives a more physically correct result for PBR @via Wes

PBR