2015-06-01から1ヶ月間の記事一覧

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

Interstellar special movie

Links collection of analytical AO techniques

Disc based AO Disc : "Dynamic Ambient Occlusion and Indirect Lighting" GPU Gems2 http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter14.html Used in NVidia Timbury demo http://www.nvidia.com/object/nzone_timbury_home.html Disc : "Hig…

Awesome CG Papers from 2013-2015

CG

f

TerrainTextures.com

ART

http://terraintextures.com/

New Havok FX tech aims to imbue particle effects with real weight (Havok FX, エフェクト用のミドルウェア)

http://www.gamasutra.com/view/news/244258/New_Havok_FX_tech_aims_to_imbue_particle_effects_with_real_weight.php

"The Secrets Of Enemy AI In Uncharted 2"

AI

http://www.gamasutra.com/view/feature/6195/the_secrets_of_enemy_ai_in_.php

ZED - World of Depth

Some links of art

ART

New Pom Pom mirror "An Interactive Mirror Built from 450 Rotating Penguins" ( ペンギンの回転による鏡 ) http://www.thisiscolossal.com/2015/06/penguins-mirror-daniel-rozin/ https://vimeo.com/129674054 "Incredible Balloon Sculptures of Animal…

1-Pixel Pac-Man

Some shader toy demos

"Rotating Structure" by iq https://www.shadertoy.com/view/XtSGDK "Hyperlepsy" https://www.shadertoy.com/view/4lB3WV "Twisted Columns" https://www.shadertoy.com/view/Xl2GRc "Simple color palettes" by iq: http://www.i "Edge of Atmosphere" ( …

"EPIC’s Unreal Engine Open World: Behind the Scenes" @ fxguide (GDC2015 での Unreal Engine 4 のオープンフィールドデモの解説)

http://www.fxguide.com/featured/epics-unreal-engine-open-world-behind-the-scenes/

Programming at Naughty Dog

メモ Naughty Dog はちょっと変わったゲーム会社で, あなたが今までやってきたこと(バックグラウンド, 経験, 学位)を気にしない 情熱が一番大事 グラフィックスの技術で遊んでいるか ? 数学で論理的に考えることを重視する 成功は個人の力にかかっている 誰…

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