2015-07-01から1ヶ月間の記事一覧
Windows 10 and DirectX12 released! http://blogs.msdn.com/b/directx/archive/2015/07/29/windows-10-and-directx-12-released.aspx DirectX12 Samples https://github.com/Microsoft/DirectX-Graphics-Samples
http://www.neilblevins.com/cg_education/primary_secondary_and_tertiary_shapes/primary_secondary_and_tertiary_shapes.htm
https://software.intel.com/en-us/articles/removing-cpu-gpu-sync-stalls-in-galactic-civilizations-3
http://www.hdrlabs.com/sibl/archive.html
English title : Qed: The Strange Theory of Light and Matter (Alix G. Mautner Memorial Lectures) Japanese : 光と物質のふしぎな理論―私の量子電磁力学
https://www.shadertoy.com/view/XtlSD7
https://software.intel.com/en-us/blogs/2014/07/15/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms
http://research.microsoft.com/en-us/um/redmond/projects/fvv/ article : http://gdgtarena.com/video-how-microsoft-records-holographic-video-content-for-the-hololens/
Reflection Probe http://docs.unity3d.com/Manual/class-ReflectionProbe.html http://docs.unity3d.com/Manual/ReflectionProbes.html CubeMap http://docs.unity3d.com/Manual/class-Cubemap.html
https://placeholderart.wordpress.com/2015/07/28/implementation-notes-runtime-environment-map-filtering-for-image-based-lighting/
article : http://www.dualshockers.com/2015/07/28/dragon-quest-xi-announced-for-ps4-and-nintendo-3ds/
http://www.thisiscolossal.com/2015/07/broken-liquid-ben-young/
http://9bitscience.blogspot.jp/2013/07/raymarching-distance-fields_14.html
http://www.nvidia.com/content/GTC/documents/1102_GTC09.pdf
ImGui https://github.com/ocornut/imgui OpenGL な UI を作るライブラリ一覧 http://qiita.com/shimacpyon/items/e5d2a4e2019273345c37 AntTweakBar, GWEN, libRocket, CEGUI, imgui, milligui, blendish ImGui, QtQuick Controls, kiUi, GXUI, GUI, Game-G…
"High-dimensional integration" http://www.johndcook.com/blog/2015/07/19/high-dimensional-integration/ "Integration by Darts" http://www.johndcook.com/blog/2015/04/01/integration-by-darts/
http://bit-player.org/extras/quasi/
article : http://9bitscience.blogspot.jp/2014/05/realtime-2d-wave-simulation.html video : https://vimeo.com/94689403 "Fluid Simulation for Computer Animation" at SIGGRAPH 2007 http://www.cs.ubc.ca/~rbridson/fluidsimulation/
http://lousodrome.net/blog/light/2015/07/22/reading-list-on-z-buffer-precision/
thread : http://forum.unity3d.com/threads/fully-dynamic-diffuse-global-illumination.314748/page-3#post-2211219
"Nightfall" https://www.shadertoy.com/view/MlfXWH "2D Vector field visualization" https://www.shadertoy.com/view/4tfSRj
Implementing fast, ray traced soft shadows in a game engine http://blog.imgtec.com/multimedia/implementing-fast-ray-traced-soft-shadows-in-a-game-engine "A game of shadows: ray traced shadows vs. cascaded shadow maps" ImgTec http://blog.im…
"Curl-Noise for Procedural Fluid Flow" SIGGRAPH 2007 http://www.cs.ubc.ca/~rbridson/docs/bridson-siggraph2007-curlnoise.pdf "Curl Noise + Volume Shadow particles" http://www.miaumiau.cat/2011/08/curl-noise-volume-shadow-particles/ "Noise-B…
http://www.4gamer.net/games/210/G021013/20150722033/
web : http://casual-effects.blogspot.co.uk/2014/08/screen-space-ray-tracing.html
http://www.polycount.com/forum/showthread.php?t=145615&page=7