2015-07-01から1ヶ月間の記事一覧

mattdesl/graphics-resources ( グラフィックスのリンク集 )

https://github.com/mattdesl/graphics-resources

How Is the NDF Really Defined?

PBR

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

image imperfections and Film Grain post process FX

web : http://devlog-martinsh.blogspot.ca/2013/05/image-imperfections-and-film-grain-post.html

GLSL Cubic Lens Distortion

PBR

web : http://devlog-martinsh.blogspot.ca/2011/10/glsl-cubic-lens-distortion.html

Terrain demo at WebGL

web : http://www.zephyrosanemos.com/ demo : http://www.zephyrosanemos.com/windstorm/current/live-demo.html

Jedi With a GoPro

CG

PowerVR GR6500: ray tracing is the future… and the future is now

http://blog.imgtec.com/powervr-developers/powervr-gr6500-ray-tracing

Speed Level Design - Winter Scene - Unreal Engine

Grand Theft Auto V ENB 0.275 + Reshade 0.19.2 + Timecyc

web : http://enbseries.enbdev.com/forum/viewtopic.php?f=14&t=3912&start=350

Mario and Sonic The Hedgehog @ UE4 Kite Demo

SCREEN SPACE GLOSSY REFLECTIONS

http://roar11.com/2015/07/screen-space-glossy-reflections/

Distance Field Flow Map

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…

The Vanishing of Ethan Carter ; PC (UE3) vs. PS4 (UE4) graphics comparsion

Marmoset Newsfeed

PBR

http://marmosetco.tumblr.com/

Link collection of light attenuation models in games

"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…

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/

World of Warships

Banding in Games : A Noisy Rant (ゲーム画面でバンドが出る問題について)

http://loopit.dk/banding_in_games.pdf

Jerry Tessendorf @ TEDTalks 2010