2015-05-01から1ヶ月間の記事一覧

VFX at Naughty Dog

"Point Cloud Based Interactive Global Illumination" (Point base GI の論文)

GI CG

http://tu-dresden.de/die_tu_dresden/fakultaeten/fakultaet_informatik/smt/cgv/lehre/ergebnisse_studentischer_arbeiten/belege/salm_mirko/files/GIVoxels.pdf

A C++ Microfacet BRDF Fitting Library

CG

https://github.com/jdupuy/dj_brdf

Sparse Voxel Octree (SVO) Reprojection Raycast Tech-DEMO

http://voxels.blogspot.jp/2015/05/sparse-voxel-octree-svo-reprojection.html

"Deformable Snow Rendering in Batman: Arkham Origin" GDC2014 (GPU による雪の変形)

http://www.gdcvault.com/play/1020177/Deformable-Snow-Rendering-in-Batman

"Edge detection-based post-processing in Warlords of Draenor"

http://www.slideshare.net/GaelHofemeier/edge-detectionbasedpostprocessinginwarlordsofdraenor

Forest Landscapes Illuminated with Fields of Stars and Smoke

ART

Ellie Davies Creates Forest Landscapes Illuminated with Fields of Stars and Smoke http://www.thisiscolossal.com/2015/05/ellie-davies-stars-and-smoke/

NVIDIA VXGI (NVidia のボクセル GI ライブラリ)

https://developer.nvidia.com/vxgi

Beautiful World of The Witcher

FIFA 16 Trailer - Women's National Teams are IN THE GAME

Digital Human League: first free data @ fxphd (頭のフリー素材)

https://www.fxphd.com/blog/digital-human-league-first-free-data/ download : http://gl.ict.usc.edu/Research/DigitalEmily2/

The Magic Ring Buffer

https://fgiesen.wordpress.com/2012/07/21/the-magic-ring-buffer/

SIGHT & LIGHT — how to create 2D visibility/shadow effects (2D の可視性・影のエフェクト)

http://ncase.me/sight-and-light/

A Game of Tricks III – Particles fun

http://www.alkemi-games.com/a-game-of-tricks-iii-particles-fun-part1/ http://www.alkemi-games.com/a-game-of-tricks-v-particles-fun-part2/

Graphics Tech in Cesium - Vertex Compression

http://cesiumjs.org/2015/05/18/Vertex-Compression/

"Perfect Home: An Immersive Tour of Do Ho Suh’s Massive Silk Architecture Installations"

ART

http://www.thisiscolossal.com/2015/05/perfect-home-do-ho-suh/

"Gradient-Domain Path Tracing" at SIGGRAPH2015

https://mediatech.aalto.fi/publications/graphics/GPT/kettunen2015siggraph_paper.pdf

Notes on G-Buffer normal encodings by @kenpex (法線の G-Buffer へのエンコード)

http://c0de517e.blogspot.ca/2015/01/notes-on-g-buffer-normal-encodings.html

"Dynamic Global Illumination" slide by Wolfgang Engel (動的 GI のスライド)

http://www.slideshare.net/WolfgangEngel/paris-master-class-2011-07-dynamic-global-illumination

Some papers of Eurographics 2015 (Eurographics 2015 の論文)

"Separable Subsurface Scattering" http://cg.tuwien.ac.at/~zsolnai/gfx/separable-subsurface-scattering-with-activision-blizzard/ "Partitioned Shadow Volumes" http://www.unilim.fr/pages_perso/frederic.mora/ "Filtering Environment Illuminatio…

Graphics samples by NVidia at github( NVidia によるグラフィックスのサンプル @ github )

https://developer.nvidia.com/samples

Path Tracing Code Walkthrough (GI の動画のリスト)

GI

Modeling Real-World Terrain with Exponentially Distributed Noise

http://jcgt.org/published/0004/02/01/

Gradient-Domain Path Tracing

https://mediatech.aalto.fi/publications/graphics/GPT/ http://raytracey.blogspot.jp/2015/05/brandnew-gpu-path-tracing-research-from.html

Applied Graphics Research for Games by Natalya Tatarchuk at Bungie. I3D2015

http://advances.realtimerendering.com/destiny/i3d_2015/I3D_Tatarchuk_keynote_2015_for_web.pdf

Some CG shots of Ocean (海の CG)

CG

http://imgur.com/a/MJZyw

Japanese memo of "directional derivative written by iq"

参照 (Reference) "directional derivative" by iq http://www.iquilezles.org/www/articles/derivative/derivative.htm 概要 iq さんによる「方向微分を利用して, 雲のようなボリュームのランバートシェーディングを高速化」する記事の簡易メモです.

Japanese memo of "Volumetric sort written by iq"

参照 volumetric sort by iq http://www.iquilezles.org/www/articles/volumesort/volumesort.htm 概要 iq さんが書いた "volumetric sort" に関する記事の日本語の簡易メモです. αブレンドする際に限定的な条件の下では ランタイムの Z ソートをせずに, 事…

LightingTroubleshootingGuide at UE4

https://wiki.unrealengine.com/LightingTroubleshootingGuide

"THE STATE OF THE ART IN REAL-TIME RELIGHTING FOR AUGMENTED REALITY"

VR

http://www.tobias-franke.eu/publications/franke15starethz/ slides : http://www.tobias-franke.eu/publications/franke15starethz/franke15starethz_slides.pdf