2015-11-01から1ヶ月間の記事一覧
http://timothylottes.blogspot.jp/2015/11/mixing-temporal-aa-and-transparency.html
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…
http://arifcreations.com/blog/2015/07/03/more-art-dump-and-siegefall/
http://www.reliefshading.com/ http://www.shadedrelief.com/
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.
http://80.lv/articles/dynamic-reflections-with-enlightendynamic-reflections-with-enlighten/
http://www.tannerhelland.com/4660/dithering-eleven-algorithms-source-code/
http://blog.molecular-matters.com/2015/11/09/job-system-2-0-lock-free-work-stealing-part-4-parallel_for/
http://www.fortressofdoors.com/doing-an-hd-remake-the-right-way/
http://devblogs.nvidia.com/parallelforall/deep-learning-nutshell-core-concepts/
http://www.nvidia.com/object/doc_shadows.html
http://www.redbull.com/en/games/stories/1331758042492/cuphead-xbox-one-interview
https://interplayoflight.wordpress.com/2015/04/08/the-rendering-technology-of-skysaga-infinite-isles/
http://blogs.nvidia.com/blog/2015/11/09/gameworks-vr-unreal-engine-4-ue4/
http://www.fxguide.com/featured/the-tech-of-the-art-of-the-peanuts-movie/
https://benedikt-bitterli.me/tantalum/tantalum.html
https://community.arm.com/groups/arm-mali-graphics/blog/2015/04/13/dynamic-soft-shadows-based-on-local-cubemap ARM Guide for Unity Developers: Optimizing Mobile Gaming Graphics pdf : http://malideveloper.arm.com/downloads/ARM_Guide_to_Unit…
http://www.neilblevins.com/cg_education/ggx/ggx.htm
article : http://blogs.unity3d.com/2015/11/10/bedroom-demo-archviz-with-ssrr/ exe : http://democontent.unity3d.com/bedroom.zip About light probe cage for large dynamic objects This was rather straightforward, but it also brought up the nee…
http://www.marmoset.co/toolbag/learn/materials
http://colinbarrebrisebois.com/2015/11/06/finding-next-gen-part-i-the-need-for-robust-and-fast-global-illumination-in-games/
http://patapom.com/topics/WebGL/BRDF/
Reference : Stupid SH http://www.ppsloan.org/publications/StupidSH36.pdf
http://shiba.hpe.sh.cn/jiaoyanzu/wuli/soft/Hlsl/ShaderX3.pdf
https://udn.epicgames.com/Three/ImageBasedReflections.html
http://www.divideconcept.net/papers/SSDM-RL08.pdf