2015-08-01から1ヶ月間の記事一覧

How "oldschool" graphics worked.

Stingray : Art to engine workflows video by GAME Watch

article : http://game.watch.impress.co.jp/docs/news/20150815_716376.html

RoughnessMap or GlossinessMap/SmooothnessMap

PBR

RoughnessMap group (0.0 smooth, 1.0 : rough) Unreal Engine 4 https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/index.html Substance https://www.allegorithmic.com/system/files/software/download/build/PBR_Gu…

Tutorial: Modeling low-poly grass for Cryengine 3

http://www.cryengine.com/community/viewtopic.php?f=315&t=100319

ToneMap by Jim Hejl @ EA

"Tonemap + grading in one combined op" Twitter : https://twitter.com/jimhejl/status/634222028308873218 Ilford FP4 B&W film pushed to ISO 400 Twitter : https://twitter.com/jimhejl/status/634938395047821312 "new filmic tonemap" Twitter : htt…

Simple memo of "Real-World Measurements for CoD:AW"

概要 下の資料を読んだときの簡易メモです. より正しい情報は下の資料を参考にして下さい. Real-World Measurements for Call of Duty: Advanced Warfare (Danny Chan) http://blog.selfshadow.com/publications/s2015-shading-course/chan/s2015_pbs_cod_aw…

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

Dragon Quest 11 screenshots

http://gamerant.com/dragon-quest-11-screenshots-124/

WIP : Links collection of game graphics at SIGGRAPH 2015

SIGGRAPH 2015 Links by @self_shadow http://blog.selfshadow.com/2015/08/15/siggraph-2015-links/ SIGGRAPH 2015 Course: Physically Based Shading in Theory and Practice http://blog.selfshadow.com/publications/s2015-shading-course/ Advances in …

Beautiful Native Libraries

http://lucumr.pocoo.org/2013/8/18/beautiful-native-libraries/

Allocation Adventures 3: The Buddy Allocator

http://bitsquid.blogspot.se/2015/08/allocation-adventures-3-buddy-allocator.html

Color in games: An in-depth look at one of game design's most useful tools

ART

http://www.gamasutra.com/blogs/HermanTulleken/20150729/249761/Color_in_Games.php

Nori an educational ray tracer

http://www.cs.cornell.edu/Courses/cs6630/2012sp/nori/

Fast Hierarchical Culling

http://cesiumjs.org/2015/08/04/Fast-Hierarchical-Culling/

Soft Voxel Bodies Are Super Easy!

"Fake Fur Rendering" SIGGRAPH 1997

http://www.danbgoldman.com/misc/fakefur/

C++11 header-only library to load Polynomial Texture Maps

CG

https://github.com/thefranke/ptmconvert/blob/master/src/taf_ptm.h