2014-11-22から1日間の記事一覧

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

"Don't be conservative with Conservative Rasterization"

https://developer.nvidia.com/content/dont-be-conservative-conservative-rasterization

Texture Flow 3 at ShaderToy

https://www.shadertoy.com/view/ldjXD3 Short Japanese memo ShaderToy でのテクスチャフローのデモです.

Directional LightMaps in Unity

http://forum.unity3d.com/threads/directional-lightmaps.280716/

Visual comparison of Global Illumination Methods

GI

http://maverick.inria.fr/Members/Nicolas.Holzschuch/Comparison/ Short Japanese memo GI の手法による結果の違いについての簡単な考察です.

FarCry4 Map editor

Short Japanese memo 動画中に, FarCry4 のマップエディタが部分的に紹介されています.

GTA 5 - Funny Traffic Jam - PS4 Gameplay

Short Japanese memo GTA5 の FPS 視点での車の交差点での交通事故の動画です. GTA5 の PS4 版の画面を見ていると, 謎の既視感(デジャブ)を感じることが多いです.