2015-05-01から1ヶ月間の記事一覧
http://theagentd.blogspot.jp/2014/06/temporal-subpixel-reconstruction.html
http://www.3dscanstore.com/index.php?route=information/information&information_id=14
http://www.fxguide.com/featured/renderman-under-the-new-varnish/
pptx : http://advances.realtimerendering.com/s2014/epic/TemporalAA.pptx http://advances.realtimerendering.com/s2014/index.html
http://www.gamasutra.com/view/feature/132771/the_secrets_of_cloth_simulation_in_.php
https://www.gfycat.com/DifferentElementaryAquaticleech http://www.pcgameshardware.de/Umbra-PC-238622/News/Kickstarter-Kampagne-Hack-und-Slay-Cryengine-1159019/
http://energytankstudios.itch.io/reflected
Diffuse Albedo Texture, Normal Map, Height Map(ディフューズアルベドテクスチャ, 法線マップ, ハイトマップ) https://community.renderman.pixar.com/article/114/library-pixar-one-twenty-eight.html
http://www.gamespot.com/articles/uncharted-4-dev-flaunts-new-milestone-in-face-anim/1100-6427293/
視差マッピング(ハイトマップに応じて, 参照する法線マップのテクスチャ座標をずらすもの)のシェーダのリンク集です. "OpenGL Shading Language Course Chapter 4 – Advanced Shaders" Jacobo Rodriguez https://www.opengl.org/sdk/docs/tutorials/TyphoonL…
"Dynamic Resolution Rendering Article" https://software.intel.com/en-us/articles/dynamic-resolution-rendering-article Dynamic Resolution Rendering on OpenGL* ES 2.0 https://software.intel.com/en-us/articles/dynamic-resolution-rendering-on-…
https://eheitzresearch.files.wordpress.com/2015/05/sggx.pdf
http://home.otoy.com/otoy-demonstrates-first-ever-light-field-capture-for-vr/
https://www.shadertoy.com/view/4ssSRX
CG 向けの現実世界のライティングの値を少し集めたものです. lux [lx] (照度) http://en.wikipedia.org/wiki/Lux http://en.wikipedia.org/wiki/Daylight http://www.slideshare.net/SIGTART/ss-6903030 http://www.frostbite.com/wp-content/uploads/2014/1…
Triplanar texture mapping http://gdcvault.com/play/1020197/Landscape-Creation-and-Rendering-in http://www.volume-gfx.com/volume-rendering/triplanar-texturing/ http://www.terathon.com/lengyel/Lengyel-VoxelTerrain.pdf http://http.developer.n…
http://www.gamasutra.com/blogs/YoannPignole/20150427/241995/The_Hobbyist_Coder_3__2D_platformers_pathfinding__part_12.php
http://blog.imgtec.com/powervr/a-look-at-the-powervr-graphics-architecture-tile-based-rendering
http://blog.icare3d.org/2014/09/maxwell-gm204-opengl-extensions.html
https://www.shadertoy.com/view/XlB3zV
https://www.shadertoy.com/view/Xtj3Dm
http://viewer.marmoset.co/test/gdcgallery.html
Using NVIDIA GeForce GTX TITAN X-4-way SLI PC ( NVidia GeForce GTX TITAN による 4 枚構成の SLI らしい) http://www.prnewswire.com/news-releases/square-enix-unveils-real-time-cg-tech-demo-using-directx-12-at-microsoft-build-300075363.html
http://blogs.nvidia.com/blog/2015/05/01/grand-theft-auto-v-shadows/ Percentage-Closer Soft Shadows (SIGGRAPH 2005) http://http.download.nvidia.com/developer/presentations/2005/SIGGRAPH/Percentage_Closer_Soft_Shadows.pdf