2015-10-04から1日間の記事一覧

Hash Functions (Part I)

https://hbfs.wordpress.com/2015/09/29/hash-functions-part-i/

Procedural City Generation in Python

https://josauder.github.io/procedural_city_generation/

KLM Jets: Doubling viewing-distance without LOD-ing or performance-drop

http://gamasutra.com/blogs/TomasSala/20150929/254839/KLM_Jets_Doubling_viewingdistance_without_LODing_or_performancedrop.php

LiDAR and terrain example

http://d1noqwlehza4b5.cloudfront.net/?SetupFromURL=true&Alpha=0.3&DrawingRule=Elevation&MaxZ=2540&Geometry=Circle&PointSize=4.5&LightOn=true&LevelOfDetail=1.8

Simple ARM NEON optimized sin, cos, log and exp

CPU

http://gruntthepeon.free.fr/ssemath/neon_mathfun.html

How I Code in Unity ( Unity を使ったコーディングについて )

http://gamedevacademy.org/lessons-learned-in-unity-after-5-years/

"Techniques for an artistic manipulation of light, signal and material"

https://cg.tuwien.ac.at/~zsolnai/wp/wp-content/uploads/2015/09/sherbiny_artistic_manipulation_report.pdf

Inside the original pitch for Uncharted

http://www.theverge.com/2015/9/28/9397619/uncharted-pitch-video-playstation

Patch #25 SVOGI and SFP

GI

http://miscreatedgame.com/forums/showthread.php?3665-Patch-25-SVOGI-and-SFP-09-29-2015

Eat 3D Color Correct Reference Workflow

http://bradfolio.com/tutorials/eat-3d-color-correct-reference-workflow/

Unreal Engine related articles

Why Z is up in Unreal (forum thread): https://forums.unrealengine.com/showthread.php?75420-Z-Up-vs-Y-Up-the-solution-to-the-debate-lies-within "Epic 'putting a lot of thought' into using Unreal Engine in VR" http://gamasutra.com/view/news/…

Henry VR Trailer and Source Assets Released

blog : https://storystudio.oculus.com/en-us/blog/how-the-sausage-is-made-henry-trailer/

Skyline

Skyline https://www.shadertoy.com/view/XtsSWs

SmallUPBP : A (not too) small physically based volumetric renderer

http://www.smallupbp.com/

[MATH] Simple approximation to normal distribution

http://www.johndcook.com/blog/2010/04/29/simple-approximation-to-normal-distribution/

Some cool game trailers

Procedural textures by Substance

PBR procedural ground terrain https://www.artstation.com/artwork/procedural-ground-terrain Peeled Paint Metal - Procedural https://www.artstation.com/artwork/peeling-paint-procedural Substance: Red Rock Cliff Face http://bradfolio.com/art/…

"R&D in the Video Game Industry" SIGGRAPH ASIA 2015

http://jp.square-enix.com/tech/sa2015workshop/ Just Keep Digging, and Other Principles for Videogame R&D Naty Hoffman, 2K Master Thesis Students in the Video Game Industry Jan Schmid, EA DICE Doing R&D for Open Worlds Emil Persson, Avalanc…

Havok to join Microsoft

http://blogs.microsoft.com/blog/2015/10/02/havok-to-join-microsoft/

Two Minute Papers - Creating Photographs Using Deep Learning

Ray Tracing / Subsurface Scattering @ Function 2015

Substance Designer 5.3: Using the Nvidia iRay Renderer

Tonemapping + Slot Mask Simulation by TIMOTHY LOTTES

article : http://timothylottes.blogspot.jp/2015/09/tonemapping-slot-mask-simulation.html Direct link to high-resolution images http://i4.minus.com/iZnNsoFinoS8g.png http://i3.minus.com/i3av4UYHYFi4Y.png