2015-07-12から1日間の記事一覧

Japanese Memo of "Rendering techniques in INSIDE"

概要 Limbo を開発した PLAYDEAD が開発中の INSIDE に関するグラフィックスの資料の簡易日本語メモです. Custom Pixels" Rendering more with Unity. Global Game Jam 2015 https://docs.google.com/presentation/d/1_JHp-k4bDc9WhcMlC9hAPSGj_0UaJh5DBpSlL…

DeepStereo: Learning to Predict New Views from the World’s Imagery

Approximate Reflectance Profiles for Efficient Subsurface Scattering

http://graphics.pixar.com/library/ApproxBSSRDF/index.html

"GPU Unchained ASCII Notes" TIMOTHY LOTTES

http://timothylottes.blogspot.jp/2015/07/gpu-unchained-ascii-notes.html

"Deferred rendering using Compute shaders. A comparative study using shader model 4.0 and 5.0" Benjamin Golba

http://www.bth.se/fou/cuppsats.nsf/all/b47571d36899aeafc125773b003675f8/$file/Deferred%20rendering%20using%20Compute%20shader.pdf

WebGL "Pragmatic Physically Based Rendering : Intro"

PBR

web : http://marcinignac.com/blog/pragmatic-pbr-intro/ demo : http://marcinignac.com/blog/pragmatic-pbr-intro/materials/

"What is Sampling?"

https://support.solidangle.com/pages/viewpage.action?pageId=24119473

Dynamic volumetric lighting and shadowing with temporal upsampling

http://sebastien.hillaire.free.fr/index.php?option=com_content&view=article&id=72&Itemid=106

"Rendering Grass in Real Time with Dynamic Lighting" SIGGRAPH 2006

http://kevinboulanger.net/grass.html Three LOD levels(LOD は 3 段階) Medium distance grass: axis-aligned semitransparent slices (中の LOD では軸平行な半透明のスライス) Bidirectional Texture Functions : 5 light_directions * 2 view direction…

"The Vanishing of Ethan Carter" @ PS4

web : https://www.playstation.com/en-us/games/the-vanishing-of-ethan-carter-ps4/

UE4Arch

https://ue4arch.com/ About UE4Arch : UE4Arch is a company dedicated to creating and pushing forward hyper-realistic virtual creations that can be experienced in virtual reality.

NEW LEVEL OF PHOTOREALISM IN 3D: TIPS AND TRICKS

http://80.lv/articles/ue4arch-interview-about-realiscit-environments-in-ue4/