2015-01-01から1年間の記事一覧

Various resources on rendering:

https://gist.github.com/AbstractAlgorithm/d0194f477adf829822ff

Light Indexed Deferred Rendering

http://richg42.blogspot.jp/2015/12/light-indexed-deferred-rendering.html

Unreal in Japan Interview: Beyond Final Fantasy 7

http://gamasutra.com/blogs/JohnSzczepaniak/20151216/261976/Unreal_in_Japan_Interview_Beyond_Final_Fantasy_7.php

Hair, Cloth, Eye shader in UE4.11

First Look at TerraGen4

article : http://terragen4.com/first-look/

texturing and raymarching by iq

http://www.iquilezles.org/www/articles/filteringrm/filteringrm.htm

"A deferred material rendering system"

https://onedrive.live.com/view.aspx?resid=EBE7DEDA70D06DA0!115&app=PowerPoint&authkey=!AP-pDh4IMUug6vs

Snail

https://www.shadertoy.com/view/ld3Gz2

TOMB RAIDER Environment Art : Rogelio Olguin

http://polycount.com/discussion/119045/tomb-raider-environment-art-rogelio-olguin

Rise of the Tomb Raider - Art dump

http://polycount.com/discussion/162857/rise-of-the-tomb-raider-art-dump

"The Graphics Technology of Fallout 4"

article : https://bethesda.net/#en/events/game/the-graphics-technology-of-fallout-4/2015/11/04/45 メモ 物理ベースシェーディング, ディファードレンダリング タイルベースなディファードライティング テンポラル AA, スクリーンスペースリフレクショ…

My personal Game Of The Year 2015

Game Play Bloodborne (PS4) Graphics The Order : 1886 (PS4) StarWars BattleFront (PS4) Technology Metal Gear Solid V: The Phantom Pain (PS4) MultiPlay Splatoon (WiiU)

Unreal Engine 4 - Augmented Reality FIGHT SCENE

article : http://vrfocus.com/archives/26689/26689/

The Climb by Crytek

article : http://www.theverge.com/2015/12/15/10123798/crytek-the-climb-virtual-reality-oculus-rift-game

Lommel-Seeliger diffuse model

article : http://www.shlyaev.com/rnd/37-cpp-category/60-diffuseshaders Arnold API Reference : https://trac.solidangle.com/arnoldpedia/chrome/site/Arnold-4.0.14.0/doc/api/group__ai__shader__brdf.html#ga57496c0b8e0e8efff54ed2f233c0d241 // Qu…

[ART] ACHIEVING A PERFECT LOOK OF A 3D SCENE

コンセプトアートに関する記事 http://80.lv/articles/achieving-a-perfect-look-of-a-3d-scene/

[CG] Importance Sampling: Look Mom, No Weights

重点サンプリングについて http://hacksoflife.blogspot.jp/2015/12/importance-sampling-look-mom-no-weights.html

[SUBSTANCE] Substance brick test

Substance でのレンガのマテリアルのテスト https://www.artstation.com/artwork/substance-bricks-test-a

Way to the woods

Way to the woods というゲームの絵. http://waytothewoods.tumblr.com/

Astroneer

Astroneer というゲーム. (UE4) official : http://astroneer.space/

[SHADER_TOY] Arlo

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

[GAME_GFX] Star Wars Battlefront Real Life Mod - 4K 60FPS

スターウォーズバトルフロントの MOD

Unreal Engine Livestream - Characters for Paragon & Game Jam Kickoff

Epic Games のゲーム Paragon のキャラクターについての技術的な説明の動画

[UNITY] Release note of Unity 5.3

Unity5.3 のリリースノート http://unity3d.com/jp/unity/whats-new/unity-5.3

[CG] Four Ways to Create a Mesh for a Sphere

球のメッシュを作る 4 つの方法. https://gamedevdaily.io/four-ways-to-create-a-mesh-for-a-sphere-d7956b825db4#.8ove5zvxm

[UNITY][PBR] Alloy Physical Shader Framework v3.3 for Unity

Unity 5.3 向けの「物理シェーダフレームワークである Alloy v3.3」がリリース http://alloy.rustltd.com/blog/index.php/2015/12/08/alloy-3-3-for-unity-5-3-released/

[GAME_GFX] The future of GPU texture compression

GPU テクスチャ圧縮の未来 http://richg42.blogspot.jp/2015/12/the-future-of-gpu-texture-compression.html

[CG]The Importance of Terminology and sRGB Uncertainty

sRGB の話 http://colour-science.org/posts/the-importance-of-terminology-and-srgb-uncertainty/

[SHADER_TOY] Marble Sculpture, La calanque, Rayleigh and Mie scattering

Marble Sculpture https://www.shadertoy.com/view/MdXSzX La calanque https://www.shadertoy.com/view/Mst3Wr Rayleigh and Mie scattering for atmosphere rendering https://www.shadertoy.com/view/XtBXDz

[GAME_GFX][BOOK] Game Engine Gems, Volume 3

洋書 Game Engine Gems 3 巻の目次 http://www.gameenginegems.com/geg3.php