2015-07-01から1ヶ月間の記事一覧

Articles about DirectX 12

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

Primary, Secondary, and Tertiary Shapes

ART

http://www.neilblevins.com/cg_education/primary_secondary_and_tertiary_shapes/primary_secondary_and_tertiary_shapes.htm

"Removing CPU-GPU sync stalls in Galactic Civilizations* 3" @ Intel Developer Zone

https://software.intel.com/en-us/articles/removing-cpu-gpu-sync-stalls-in-galactic-civilizations-3

sIBL Archive. Free HDRI Images

PBR

http://www.hdrlabs.com/sibl/archive.html

Book "Qed: The Strange Theory of Light and Matter"

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

NES Super Mario Bros. World 1-1.

https://www.shadertoy.com/view/XtlSD7

"An investigation of fast real-time GPU-based image blur algorithms" @ Intel Developer Zone

https://software.intel.com/en-us/blogs/2014/07/15/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms

High-Quality Streamable Free-Viewpoint Video (Microsoft HoloLens)

http://research.microsoft.com/en-us/um/redmond/projects/fvv/ article : http://gdgtarena.com/video-how-microsoft-records-holographic-video-content-for-the-hololens/

Document of cubemap and reflection probe at Unity5

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

"Implementation Notes: Runtime Environment Map Filtering for Image Based Lighting"

PBR

https://placeholderart.wordpress.com/2015/07/28/implementation-notes-runtime-environment-map-filtering-for-image-based-lighting/

Final Fantasy 15 Episode Duscae Ver 2 Gameplay Trailer

Dragon Quest 11 Revealed For PS4 uses Unreal Engine 4

article : http://www.dualshockers.com/2015/07/28/dragon-quest-xi-announced-for-ps4-and-nintendo-3ds/

"Broken Liquid: New Bodies of Water Sculpted from Layered Glass by Ben Young"

ART

http://www.thisiscolossal.com/2015/07/broken-liquid-ben-young/

"Raymarching Distance Fields" 9 bit science

http://9bitscience.blogspot.jp/2013/07/raymarching-distance-fields_14.html

"4D Volume Rendering" NVidia GTC 2009

http://www.nvidia.com/content/GTC/documents/1102_GTC09.pdf

GUI libraries for daily graphics programming

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…

Monte Carlo related articles by John D. Cook

"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/

"Orderly Randomness. Quasirandom Numbers and Quasi–Monte Carlo" by Brian Hayes

http://bit-player.org/extras/quasi/

"Realtime 2D wave simulation" 9 bit Science. 2013.

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/

Reading list on Z-buffer precision

http://lousodrome.net/blog/light/2015/07/22/reading-list-on-z-buffer-precision/

"Fully Dynamic Diffuse Global Illumination" in Unity5

thread : http://forum.unity3d.com/threads/fully-dynamic-diffuse-global-illumination.314748/page-3#post-2211219

"Nightfall" and "2D Vector field visualization"

"Nightfall" https://www.shadertoy.com/view/MlfXWH "2D Vector field visualization" https://www.shadertoy.com/view/4tfSRj

"PowerVR ray traced soft shadow articles" by ImgTec

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…

Particle demos at Unreal Engine 4

Link collection of Curl Noise

"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…

Speed Level Design - Mountain Road - Unreal Engine

Speed Level Design - A New World - Unity 5 and World Machine

About UE4 Kite demo at GTMF2015 (UE4 の Kite デモのアセット作成についての日本語の説明 )

http://www.4gamer.net/games/210/G021013/20150722033/

Screen Space Ray Tracing @ Casual Effects

web : http://casual-effects.blogspot.co.uk/2014/08/screen-space-ray-tracing.html

Josh Lynch Substance Designer Sketchbook

http://www.polycount.com/forum/showthread.php?t=145615&page=7