2015-01-22から1日間の記事一覧

Eigenvectors and eigenvalues

http://setosa.io/ev/eigenvectors-and-eigenvalues/ Short Japanese memo 固有ベクトルと固有値の概念について, ブラウザ上で可視化する解説記事です.

Collision detection (part 2)

http://0fps.net/2015/01/18/collision-detection-part-2/ Short Japanese memo 衝突判定に関する解説記事です.

"Game Art tutorials/Processes"

ART

https://www.pinterest.com/mallorywikoff/game-art-tutorialsprocesses/

Reloaded: Compute Shader Optimizations for AMD GPUs: Parallel Reduction

http://diaryofagraphicsprogrammer.blogspot.jp/2015/01/reloaded-compute-shader-optimizations.html

"Practical Applications of Compute for Simulation in Agni's Philosophy" SIGGRAPH ASIA 2014

http://jp.square-enix.com/info/library/pdf/SiggraphAsia2014_simulation.pdf

Terrain Visuals

http://johnwhigham.blogspot.jp/2015/01/terrain-visuals.html

Path Tracing 3D Fractals

http://blog.hvidtfeldts.net/index.php/2015/01/path-tracing-3d-fractals/ Short Japanese memo 3D のフラクタルを GPU で パストレーシングする際のシェーダに関する解説記事です.

"Specular Lobe-Aware Filtering and Upsampling for Interactive Indirect Illumination"

GI

http://jp.square-enix.com/info/library/

"2 webgl shaders: bidirectional path tracer&pt+direct light sampling"

https://t.co/XfXIo3NZMl https://t.co/Rl9oIPlKFj

Article about Unreal Engine 4 's HiZ in Japanese: ( 【UE4】GPUコストの高いHZBとはどんな機能? )

http://darakemonodarake.hatenablog.jp/entry/2014/12/17/000422

"Aggregate G-Buffer Anti-Aliasing" I3D2015

I3D

http://graphics.cs.williams.edu/papers/AggregateI3D15/