2015-07-01から1ヶ月間の記事一覧
https://github.com/mattdesl/graphics-resources
web : http://www.reedbeta.com/blog/2013/07/31/hows-the-ndf-really-defined/ reference "Microfacet Models for Refraction through Rough Surfaces" : http://www.cs.cornell.edu/~srm/publications/EGSR07-btdf.html
web : http://devlog-martinsh.blogspot.ca/2013/05/image-imperfections-and-film-grain-post.html
web : http://devlog-martinsh.blogspot.ca/2011/10/glsl-cubic-lens-distortion.html
web : http://www.zephyrosanemos.com/ demo : http://www.zephyrosanemos.com/windstorm/current/live-demo.html
http://blog.imgtec.com/powervr-developers/powervr-gr6500-ray-tracing
web : http://enbseries.enbdev.com/forum/viewtopic.php?f=14&t=3912&start=350
http://roar11.com/2015/07/screen-space-glossy-reflections/
forum 簡易メモ UE4 の下の 2 つのノードを使います. DistanceFieldGradient ディスタンスフィールドの勾配 DistanceToNearestSurface ディスタンスフィールドに一番近い箇所 下図はフローマップに DistanceFieldGradient (ディスタンスフィールドの勾配)を…
http://marmosetco.tumblr.com/
"Moving Frostbite to PBR" SIGGRAPH 2014 http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf "Real Shading in Unreal Engine 4" SIGGRAPH 2013 p12 : http://blog.selfshadow.com/publications/s2013-shadin…
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…
http://graphics.pixar.com/library/ApproxBSSRDF/index.html
http://timothylottes.blogspot.jp/2015/07/gpu-unchained-ascii-notes.html
http://www.bth.se/fou/cuppsats.nsf/all/b47571d36899aeafc125773b003675f8/$file/Deferred%20rendering%20using%20Compute%20shader.pdf
web : http://marcinignac.com/blog/pragmatic-pbr-intro/ demo : http://marcinignac.com/blog/pragmatic-pbr-intro/materials/
https://support.solidangle.com/pages/viewpage.action?pageId=24119473
http://sebastien.hillaire.free.fr/index.php?option=com_content&view=article&id=72&Itemid=106
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…
web : https://www.playstation.com/en-us/games/the-vanishing-of-ethan-carter-ps4/
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.
http://80.lv/articles/ue4arch-interview-about-realiscit-environments-in-ue4/
http://loopit.dk/banding_in_games.pdf