2015-06-13から1日間の記事一覧

GPU Pro Tip: Lerp Faster in C++

CPU

http://devblogs.nvidia.com/parallelforall/lerp-faster-cuda/

SIMD-friendly raytracing techniques

I’ve Relapsed Into Raytracing Again http://www.joshbarczak.com/blog/?p=787

"Terrain Analysis in Real-Time Strategy Games: An Integrated Approach to Choke Point Detection and Region Decomposition"

AI

http://t.co/nFodkKpFD5

Extract SH coefficients from a DX11 cubemap

https://github.com/walbourn/directxmathsh

"Managing 3D Assets with Model I/O"

http://devstreaming.apple.com/videos/wwdc/2015/602868pb0ow6idb3w/602/602_managing_3d_assets_with_model_io.pdf?dl=1

Some ShaderToy demos

Protophore https://www.shadertoy.com/view/XljGDz

SIGGRAPH2015 Advanced Program (SIGGRAPH2015 のプログラムの pdf)

http://s2015.siggraph.org/sites/default/files/s15_Final%20Advance%20Program.pdf

60fps vs 30fps vs 15fps

https://pbs.twimg.com/tweet_video/CG_AinqUgAAGkrm.mp4

The rendering equation, using only 1000 most used English words (レンダリング方程式を使用頻度が高い英単語で説明)

CG

Pixel City - Procedurally generated city(2009)

Warnock Subdivision for Deferred Lighting

http://www.codersnotes.com/notes/warnock-subdivision-for-deferred-lighting

Remarkable Footage of Plants That Explode to Disperse Their Seeds (植物が種を飛ばす動画)

http://www.thisiscolossal.com/2015/06/remarkable-footage-of-exploding-plants/

Tesseract Scene in Interstellar was Filmed on a Physically Constructed Set (インターステラーの本棚のシーンは実際のセットで撮影 )

http://www.thisiscolossal.com/2015/06/interstellar-tesseract-set/

UE4 - Colors (UE4 でのデモ)

UNITY 5 - LIGHTING AND RENDERING (Unity5 でのライティング )

http://unity3d.com/learn/tutorials/modules/beginner/graphics/lighting-and-rendering

MECH Ti Feature Demo

"Hybrid Ray-Traced Shadows" GDC2015 http://developer.download.nvidia.com/assets/events/GDC15/hybrid_ray_traced_GDC_2015.pdf

"Ratchet and Clank" Game Trailer (PS4)

http://www.theverge.com/2015/6/10/8759787/ratchet-clank-ps4-first-trailer