2015-03-01から1ヶ月間の記事一覧

"Per-vertex visibility cubemaps generation" (頂点単位で全方位の可視性をキューブマップに書き込む)

CG

https://chengtsolin.wordpress.com/2015/03/23/per-vertex-visibility-cubemaps-generation/

Look closely by @kenpex (物体をよく近づいて見てみる. CG に関する記事)

PBR

http://c0de517e.blogspot.ca/2015/03/look-closely.html

"Direct3D 12 reference" (Direct3D12 のリファレンス)

https://msdn.microsoft.com/en-us/library/windows/desktop/dn770458%28v=vs.85%29.aspx

Game Design Deep Dive: Traffic systems in Cities: Skylines (交通システムのゲームデザイン)

http://gamasutra.com/view/news/239534/Game_Design_Deep_Dive_Traffic_systems_in_Cities_Skylines.php

"Planning ballistic trajectories with air resistance for games" (ゲームでの弾道計算)

http://www.decarpentier.nl/ballistic-trajectories

Clustered Shading by humus (クラスタードシェーディングのデモ)

http://www.humus.name/index.php?page=3D

"Lighting design theory for 3D games" (ゲームデザインとしてのライティング)

http://www.blog.radiator.debacle.us/2015/01/lighting-design-theory-for-3d-games.html http://www.blog.radiator.debacle.us/2015/03/lighting-theory-for-3d-games-part-2.html

Functional Lighting (ゲームデザインとしてのライティング)

http://magnarj.net/article_funclight.html

Implementing Weighted, Blended Order-Independent Transparency (OIT の記事)

CG

http://casual-effects.blogspot.jp/2015/03/implemented-weighted-blended-order.html

The Basics of GPU Voxelization (GPU によるボクセル化の記事)

https://developer.nvidia.com/content/basics-gpu-voxelization

"Rasterization: A Practical Implementation"(ラスタライゼーションに関する記事)

http://www.scratchapixel.com/lessons/3d-basic-rendering/rasterization-practical-implementation

Video of "High-Quality Rasterization" @ GTC2015 (高品質なラスタライゼーション @GTC2015 の動画)

CG

http://on-demand.gputechconf.com/gtc/2015/video/S5442.html

NVScene 2015 Session Videos (NVScene2015 の動画)

CG

Scot Andreason, Lead Texture Artist at Ready At Dawn Studios (The Order1886 のリードテクスチャアーティスト)

ART

http://www.itsartmag.com/features/scot-andreason/

Adam Lacharité, 3D artist of Far Cry 4 (FarCry4 の 3D アーティスト)

ART

https://artstation.com/artist/adamlacharite

Lighting in Unity @ GDC2015 (Unity でのライティング. GDC2015)

slide : http://t.co/mE6PzwZbLZ with notes : http://t.co/6LwjiU1mBq

Rendering Signed Distance Fields, Part 1(Signed Distance Field の可視化)

http://www.essentialmath.com/blog/?p=111

Imporved PBR shader source code for Substance Painter (Substance Painter 向けに改善した物理ベースシェーダのソースコード)

PBR

Thread : https://forum.allegorithmic.com/index.php?topic=3983.msg20739#msg20739 Shader File : https://forum.allegorithmic.com/index.php?PHPSESSID=0bsl7rc91408u8aeo57o4dgbu0&action=dlattach;topic=3983.0;attach=7259

Solar eclipse pinhole shadows of trees. (日食が起きているときの木の影)

ART

Pathing & Movement on a 3D Grid (3D グリッドでのパス探索)

AI

http://gamasutra.com/blogs/RadekKoncewicz/20150306/238123/Pathing__Movement_on_a_3D_Grid.php

Deus Ex: Human Revolution - Graphics Study (Deus Ex: Human Revolution のグラフィックス解説の記事)

http://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolution-graphics-study/

"Aggregate G-Buffer Anti-Aliasing" by Icra

http://www.icare3d.org/research-cat/publications/aggregate-g-buffer-anti-aliasing.html

Marmoset Viewer (Marmoset の WebGL Viewer)

http://www.marmoset.co/viewer

Random Thoughts on New Explicit Graphics APIs (グラフィックス API についての考察の記事 by @aras)

http://aras-p.info/blog/2015/03/13/thoughts-on-explicit-graphics-apis/

Shader Tricks : LightMap Generation (シェーダトリック. ライトマップのプログレッシブな更新とか)

http://madebyevan.com/shaders/

Screen Space Reflections in Unity 5 (Unity でのスクリーンスペースリフレクションの実装例)

http://www.kode80.com/blog/2015/03/11/screen-space-reflections-in-unity-5/index.html

Fixing screen-space deferred decals (スクリーンスペースのデカールの改善)

http://bartwronski.com/2015/03/12/fixing-screen-space-deferred-decals/

Graphics Trick: GPU Random Numbers (GPU 向けの乱数)

https://umbcgaim.wordpress.com/2010/07/01/gpu-random-numbers/

Why Geometry Shaders Are Slow (Unless you’re Intel) (Intel の GPU じゃないと, ジオメトリシェーダが遅い理由)

http://www.joshbarczak.com/blog/?p=667

"Combined Approximation of Fresnel/Visibility" by John Hable (フレネル・可視性項を組み合わせた近似計算)

PBR

http://www.filmicworlds.com/2015/03/17/combined-approximation-of-fresnelvisibility/