2015-09-01から1ヶ月間の記事一覧

Japanese memo of "off-specular peak" in PBR

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…

Horizontal SSE Stable Sort Indice Generation

CPU

http://conorstokes.github.io/optimization/2015/09/19/horizontal-sse-stable-sort-indice-generation/

Emscripten Experience Part II – Optimizing the GLSL-Optimizer

http://www.lab4games.net/zz85/blog/2015/09/20/emscripten-experience-part-ii-optimizing-the-glsl-optimizer/

Reading other people's code (他人の書いたコードを読むということ)

Ocarina of Time meets Unreal Engine 4 - Kakariko Village

How We Make Unity

http://www.slideshare.net/NaToshaBard/how-we-make-unity

"DX12 Do's And Don'ts" by NVidia

https://developer.nvidia.com/dx12-dos-and-donts

Resource Binding in DirectX 12

OpenGL Reference cards

https://www.khronos.org/developers/reference-cards/

Series of articles on noise generation

http://lousodrome.net/blog/light/2015/09/21/series-of-articles-on-noise-generation/

Submerged

Submergred https://www.shadertoy.com/view/Xsf3RB

Github of GPU Pro 6

github : https://github.com/wolfgangfengel/GPU-Pro-6

"MARI and the Texturing Pipeline on @TheOrder1886"

ART

https://vimeo.com/136502763

Megapole by RSI (A 256 bytes executable for MS-Dos, 2015)

Which way is up ? (上向きに対する違い)

Unity 5 Lighting demo: The Courtyard

INTRODUCING BULLET TRAIN: A NEW VR EXPERIENCE

https://www.unrealengine.com/blog/introducing-bullet-train-new-vr-experience

VR PORTAL and VR DOTA 2

"Photogrammetry in VR" by Valve

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…

Some slides by Naty Hoffman

"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/

π like an Egyptian

https://hbfs.wordpress.com/2015/09/15/%CF%80-like-an-egyptian/

Memory, Cache, CPU optimization links

CPU

https://gist.github.com/ocornut/cb980ea183e848685a36

"The Basics of GPU Voxelization" by Masaya Takeshige

https://developer.nvidia.com/content/basics-gpu-voxelization

Inner Eyes illusion of Rei Ayanami

article : http://simonschreibt.de/gat/rei-ayanami-inner-eyes/

Sherlock VR - VR Jam Postmortem: The Photo Shoot

http://gamasutra.com/blogs/JaninaWoods/20150916/253714/Sherlock_VR__VR_Jam_Postmortem_The_Photo_Shoot.php

How Allison Road designs its scares around VR

article : http://www.gamasutra.com/view/news/253584/How_Allison_Road_designs_its_scares_around_VR.php

Bloodborne The Old Hunters TGS2015

※ 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.

Escher and the Droste effect – webgl fragment shader

Article : http://reindernijhoff.net/2014/05/escher-droste-effect-webgl-fragment-shader/ ShaderToy : https://www.shadertoy.com/view/Mdf3zM

"FREE 3D MODELS FOR PERSONAL AND PROFESSIONAL USE" by YURII SUHOV

ART

http://www.yuriisuhov.com/xxf/

Free 3D models "Archmodels vol. 152"

ART

http://www.evermotion.org/modelshop/show_product/archmodels-vol-152/11779/0/0/