2015-02-12から1日間の記事一覧
http://en.wikipedia.org/wiki/Lists_of_unsolved_problems
http://www.redblobgames.com/grids/hexagons/
https://software.intel.com/en-us/blogs/2012/12/12/from-arm-neon-to-intel-mmxsse-automatic-porting-solution-tips-and-tricks
http://gamasutra.com/blogs/PiotrTrochim/20150204/235736/Virtual_mess.php
https://fgiesen.wordpress.com/2015/02/05/a-small-note-on-simd-matrix-vector-multiplication/
http://t.co/t7flHd4lMs
http://t.co/uCxX3r4o4O
http://simonstechblog.blogspot.jp/2015/02/pre-integrated-skin-shading.html
https://placeholderart.wordpress.com/2015/01/19/implementation-notes-physically-based-lens-flares/
http://pixeljetstream.blogspot.de/2015/02/life-of-triangle-nvidias-logical.html
http://blogs.unity3d.com/2015/02/06/extending-unity-5-rendering-pipeline-command-buffers/
http://www.geforce.com/whats-new/guides/far-cry-4-graphics-performance-and-tweaking-guide HBAO+
Cave (洞窟) https://t.co/HbzDS29BU6 Mebius Balls (メビウスの球) https://t.co/DId0eA92Ek Alien grass (エイリアン草) https://t.co/7JC8iPI9NV
http://www.battlefield.com/hardline/features/maps
http://www.alexandre-pestana.com/pbr-textures-sponza/ Download PBR Textures : http://www.alexandre-pestana.com/downloads/SponzaPBR_Textures.rar
http://www.codercorner.com/ZeroByteBVH.pdf
http://www.enkisoftware.com/devlogpost-20150131-1-Normal_generation_in_the_pixel_shader.html Short Japanese memo スクリーンスペースで, 位置座標バッファから法線バッファを生成する際の工夫です.
http://www.benoitdereau.com/unrealparis.html Short Japanese memo Unreal Engine 4 での室内のリアルタイムレンダリングの例です.