2015-08-15から1日間の記事一覧

The ARM processor architecture: Somebody else's introduction

http://blogs.msdn.com/b/oldnewthing/archive/2015/08/11/10634261.aspx

"Direct Ray Tracing of Full-Featured Subdivision Surfaces with Bezier Clipping"

CG

http://jcgt.org/published/0004/01/04/

Automated Mesh Stitching - Part 4

http://blog.vertexwahn.de/Wordpress/?p=424

How a Kalman filter works, in pictures

http://www.bzarg.com/p/how-a-kalman-filter-works-in-pictures/

Lumens and brightness and all that

http://psgraphics.blogspot.jp/2015/08/lumens-and-brightness-and-all-that.html

GPU-DRIVEN LARGE SCENE RENDERING NV_COMMAND_LIST by NVidia

slides : http://on-demand.gputechconf.com/gtc/2015/presentation/S5135-Christoph-Kubisch-Pierre-Boudier.pdf github : https://github.com/nvpro-samples/gl_occlusion_culling

"Tiny C library for doing various stuff with height maps"

CG

github : https://github.com/prideout/heman

USD (Universal Scene Description) by Pixar

CG

http://graphics.pixar.com/usd/

Optical and Ray Tracing Mathematics

http://arachnoid.com/OpticalRayTracer_technical/resources/opticalraytracer_technical.pdf

Computing a single virtual eye for VR frustum culling by @casseveritt

CG VR

https://www.facebook.com/photo.php?fbid=10154006919426632&set=a.46932936631.70217.703211631&type=1&theater

KinoBokeh

github : https://github.com/keijiro/KinoBokeh paper : "Efficiently Simulating the Bokeh of Polygonal Apertures in a Post-Process Depth of Field Shader" http://ivizlab.sfu.ca/papers/cgf2012.pdf

Death note at TV uses Unreal Engine 4

UE4 blog : https://www.unrealengine.com/ja/blog/death-note dfx : http://www.dfx.co.jp/cgmaking/deathnote/index.php

WebGL molecule renderer

demo : http://wwwtyro.github.io/speck/ github :https://github.com/wwwtyro/speck

Allegorithmic Integrates NVIDIA Iray into Substance Designer

article : http://architosh.com/2015/08/allegorithmic-integrates-nvidia-designworks-technologies-into-substance-designer/ video : http://on-demand.gputechconf.com/siggraph/2015/video/SIG510-Jerome-Derel.html