2015-11-19から1日間の記事一覧

sin/cos approximation

Fast and accurate sine/cosine approximation http://lab.polygonal.de/?p=205 Cg 3.1 Toolkit Documentation http://http.developer.nvidia.com/Cg/cos.html "Rendering Ocean Water" AMD http://developer.amd.com/wordpress/media/2012/10/ShaderX_Ocean…

GigaVoxels / GigaSpace

GigaVoxels / GigaSpace : A CUDA/GLSL library for the efficient 3D real-time rendering of highly detailed scenes. http://gigavoxels.imag.fr/index.html

From Terrain to Godrays: Better Use of DX11 Tessellation

https://developer.nvidia.com/content/terrain-godrays-better-use-dx11-tessellation

[GAME_GFX][ART] Glitched-Out Contemporary Rugs from Traditional Azerbaijani Textiles ( バグっぽい絨毯 )

http://www.thisiscolossal.com/2015/11/faig-ahmed-glitched-rugs/

Working With Large Files On GitHub

Mixing Temporal AA and Transparency

http://timothylottes.blogspot.jp/2015/11/mixing-temporal-aa-and-transparency.html

Some scenes at UE4 (UE4 で作ったアセットの例)

MAKING REALISTIC MATERIALS FOR 3D SCENES http://80.lv/articles/making-realistic-materials-for-3d-scenes/ THE CREATION OF THE ITALIAN VINEYARD WITH UE4 http://80.lv/articles/the-creation-of-the-italian-vineyard-with-ue4/ Lucid Arch Dreams b…

Siegefall Art Dump (Siegefall というゲームのアート )

http://arifcreations.com/blog/2015/07/03/more-art-dump-and-siegefall/

Relief Shading for Maps ( 陰影起伏図. 地図の NPR 表現 )

http://www.reliefshading.com/ http://www.shadedrelief.com/

Fallout 4 : Wasteland Eyes

http://simonschreibt.de/gat/fallout4-wasteland-eyes/ メモ : Fallout4 のキャラクターの眼球の形は球ではなく, 割った板ポリゴンを曲げている, とのこと.

DYNAMIC REFLECTIONS WITH ENLIGHTEN (Enlighten による動的なリフレクション )

http://80.lv/articles/dynamic-reflections-with-enlightendynamic-reflections-with-enlighten/

Image Dithering: Eleven Algorithms and Source Code (ディザリングのアルゴリズム・ソースコード)

CG

http://www.tannerhelland.com/4660/dithering-eleven-algorithms-source-code/