2015-09-26から1日間の記事一覧

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…