2015-09-01から1ヶ月間の記事一覧
概要 "Moving FrostBite to PBR" という SIGGRAPH 2014 の資料をつらつらと読んでいて, ちょっと面白いなぁと思った部分のメモです. 下図のように視点 V がすれすれ角(grazing angle)ぎみになったりラフネスが粗くなると, N・L や G 項の影響でローブの主方…
http://conorstokes.github.io/optimization/2015/09/19/horizontal-sse-stable-sort-indice-generation/
http://www.lab4games.net/zz85/blog/2015/09/20/emscripten-experience-part-ii-optimizing-the-glsl-optimizer/
http://www.slideshare.net/NaToshaBard/how-we-make-unity
https://developer.nvidia.com/dx12-dos-and-donts
https://www.khronos.org/developers/reference-cards/
http://lousodrome.net/blog/light/2015/09/21/series-of-articles-on-noise-generation/
Submergred https://www.shadertoy.com/view/Xsf3RB
github : https://github.com/wolfgangfengel/GPU-Pro-6
https://vimeo.com/136502763
https://www.unrealengine.com/blog/introducing-bullet-train-new-vr-experience
Part1 : http://steamcommunity.com/games/250820/announcements/detail/117448248511524033 Part2 : http://steamcommunity.com/games/250820/announcements/detail/117448248511523471 Part3 : http://steamcommunity.com/games/250820/announcements/deta…
"Physically-Based Rendering for Games—Reflectance and Beyond" I3D 2005 http://renderwonk.com/publications/i3d2005-tutorial/ "Real-time Photorealistic Terrain Lighting" GDC 2001 http://renderwonk.com/publications/gdc-2001/
https://hbfs.wordpress.com/2015/09/15/%CF%80-like-an-egyptian/
https://gist.github.com/ocornut/cb980ea183e848685a36
https://developer.nvidia.com/content/basics-gpu-voxelization
article : http://simonschreibt.de/gat/rei-ayanami-inner-eyes/
http://gamasutra.com/blogs/JaninaWoods/20150916/253714/Sherlock_VR__VR_Jam_Postmortem_The_Photo_Shoot.php
article : http://www.gamasutra.com/view/news/253584/How_Allison_Road_designs_its_scares_around_VR.php
※ Bloodborne は個人的な GOTY 候補の 1 つなので, DLC はかなり楽しみにしています.
Article : http://reindernijhoff.net/2014/05/escher-droste-effect-webgl-fragment-shader/ ShaderToy : https://www.shadertoy.com/view/Mdf3zM
http://www.yuriisuhov.com/xxf/
http://www.evermotion.org/modelshop/show_product/archmodels-vol-152/11779/0/0/