2015-02-25から1日間の記事一覧

A square is warped into a quarter-slice of a disk

http://blog.matthen.com/post/111352099306/a-square-is-warped-into-a-quarter-slice-of-a-disk

"The Lost Art of C Structure Packing"

http://www.catb.org/esr/structure-packing/?src=yc

Perfect colors, captured with one ultra-thin lens

PBR

http://www.seas.harvard.edu/news/2015/02/perfect-colors-captured-with-one-ultra-thin-lens

The Uncanny Valley should be respected, not feared.

ART

http://www.filmicworlds.com/2015/02/22/the-uncanny-valley-should-be-respected-not-feared/

IRONFALL Invasion - Developer Interview, Nintendo 3DS (Nintendo 3DS での TPS ゲームの開発者のインタビュー)

"Processing scanned/DSLR photos of film negatives in Lightroom" by Bart Wronski (Lightroom, ネガ, 編集)

ART

http://bartwronski.com/2015/02/19/processing-scanneddslr-photos-of-film-negatives-in-lightroom/

"SHADOW SAMPLE UPDATE" (シャドウのサンプリング)

https://mynameismjp.wordpress.com/2015/02/18/shadow-sample-update/

Contact generation for meshes

http://www.codercorner.com/MeshContacts.pdf

"Simple Alternative to Clustered Shading for Thousands of Lights (BVH Accelerated Shading)"

Optimizing sorting of base passes in Unreal Engine 4. (UE4 での描画パスソートの最適化)

https://pzurita.wordpress.com/2015/02/16/optimizing-sorting-of-base-passes-in-unreal-engine-4/

WORKING WITH PHYSICALLY-BASED SHADING: A PRACTICAL APPROACH (Unity での物理ベースシェーディング)

http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/

POLLEN VR: DEVELOPING HIGH-END VISUALS WITH UNITY 5 ( Unity5 でのグラフィックスデモ)

http://blogs.unity3d.com/2015/02/16/pollen-vr-developing-high-end-visuals-with-unity-5/

Unreal Engine 4 Speed Tree (ミドルウェアのスピードツリーをアンリアルエンジン上で動かす動画)