2015-06-01から1ヶ月間の記事一覧

"Simple C++ reflection (to generate HLSL constant buffer declaration)"

https://kosmokleaner.wordpress.com/2015/06/24/simple-c-reflection-to-generate-hlsl-constant-buffer-declaration/

"Mad Max : Fury Road" Special movie

Unity Roadmap at Unite Europe2015

FigureHeads by SquareEnix

Consumer Environmental VR Mapping

CG VR

http://www.roadtovr.com/matterport-raises-30-million-to-bolster-professional-and-consumer-environmental-vr-mapping/

2D procedurally generated world building in Unity

http://www.gamasutra.com/blogs/JoshNewland/20150624/246897/2D_procedurally_generated_world_building_in_Unity.php

"HDR Image-Based Lighting on the Web" from WebGL Insights

pdf : http://webglinsights.github.io/downloads/WebGL-Insights-Chapter-16.pdf

Voxel Cone Traced Global Illumination

http://leifnode.com/2015/05/voxel-cone-traced-global-illumination/

"PBR texturing techniques" understanding metalness

http://quixel.se/dev/issue03

"Path Sampling Techniques for Efficient Light Transport Simulation" by Iliyan Georgiev

CG GI

web : http://www.iliyan.com/publications/ThesisPhD pdf : http://www.iliyan.com/publications/ThesisPhD/Georgiev_ThesisPhD.pdf

SYCL-ing the 'smallpt' Raytracer (smallpt の SYCL 版)

https://codeplay.com/portal/sycl-ing-the-smallpt-raytracer

"Accurate Analytic Approximations for Real-Time Specular Area Lighting"

"Procedural Generation of 3D Caves for Games on the GPU" (GPU による 3D の洞窟のプロシージャル生成)

http://julian.togelius.com/Mark2015Procedural.pdf

Cave demos

Cave https://www.shadertoy.com/view/MsX3RH Ice Cave https://www.shadertoy.com/view/MsfSW4 Trolls Cave https://www.shadertoy.com/view/MtsGDf

Supreme Commander - Graphics Study

http://www.adriancourreges.com/blog/2015/06/23/supreme-commander-graphics-study/

"Making of the BlackSmith"

shading/lighting : http://blogs.unity3d.com/2015/06/17/making-of-the-blacksmith-scene-setup-shading-lighting/ animation/camera : http://blogs.unity3d.com/2015/06/22/making-of-the-blacksmith-animation-camera-effects-audiovideo/

"An Adaptive Acceleration Structure for Screen-space Ray Tracing" by NVidia ( SSR を高速化する適応型の構造 )

web : https://research.nvidia.com/publication/adaptive-acceleration-structure-screen-space-ray-tracing paper : http://research.nvidia.com/sites/default/files/publications/AcceleratedSSRT_HPG15.pdf video : http://web4.cs.ucl.ac.uk/staff/j.k…

"Advanced Global Illumination in Unity" by Geomerics @ Unite Europe 2015 (Unity での Enlighten による GI)

http://www.geomerics.com/wp-content/uploads/2014/03/Unite-Europe-deck-with-notes.pdf?sf38950818=1

Mario @ Unreal Engine 4

UE4 Substance Designer by koola

UE4 SpeedTree - Dynamic Field AO/GI test by koola

"Fortnite Mac Showcase - 2015 Apple Demo"

Tech of Uncharted 4

Earth Primer

Session pick up from CEDEC2015

グラフィックス "球面調和関数データからの拡散反射光の再現" Geomerics http://cedec.cesa.or.jp/2015/session/ENG/7225.html "球面ガウス関数を極める −動的間接照明の高速近似−" スクエニ http://cedec.cesa.or.jp/2015/session/AC/2137.html "ポッ拳 POK…

Deus Ex: Mankind Divided

E3 2015 Trailer Dawn Engine Tech Demo

Game play of Witcher 3

Pickup from SIGGRAPH 2015 Advanced Program

http://s2015.siggraph.org/sites/default/files/s15_Final%20Advance%20Program.pdf Cources Game "Advances in Real-Time Rendering, Part I" "Advances in Real-Time Rendering, Part II" "An Overview of Next-Generation APIs" "Physically Based Shadi…

Mad Max

Game trailers @ E3 2015

Uncharted 4 http://www.dualshockers.com/2015/06/16/ps4-exclusive-uncharted-4-a-thiefs-end-gets-some-awesome-1080p-screenshots/ Star Wars BattleFront ABZU METAL GEAR SOLID V: THE PHANTOM PAIN http://www.ign.com/videos/2015/06/18/metal-gear-…