2015-11-01から1ヶ月間の記事一覧

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/

"Job System 2.0: Lock-Free Work Stealing – Part 4: parallel_for"

http://blog.molecular-matters.com/2015/11/09/job-system-2-0-lock-free-work-stealing-part-4-parallel_for/

Doing an HD Remake the Right Way

http://www.fortressofdoors.com/doing-an-hd-remake-the-right-way/

Shadow Moses @ Unreal Engine 4

"Deep Learning in a Nutshell: Core Concepts" ( ディープラーニングの解説 )

AI

http://devblogs.nvidia.com/parallelforall/deep-learning-nutshell-core-concepts/

List of "Real-time Shadow Algorithms and Techniques" by NVidia

http://www.nvidia.com/object/doc_shadows.html

"Drawn to greatness: The making of Cuphead" (XBox One のゲームのCuphead のメイキング)

http://www.redbull.com/en/games/stories/1331758042492/cuphead-xbox-one-interview

the rendering technology of skysaga: infinite isles (Minecraft 風のゲームのグラフィックスの説明)

https://interplayoflight.wordpress.com/2015/04/08/the-rendering-technology-of-skysaga-infinite-isles/

Get Ready: Unreal Engine 4 to Incorporate NVIDIA GameWorks VR (NVidia GameWorks VR と UE4 のコラボ)

http://blogs.nvidia.com/blog/2015/11/09/gameworks-vr-unreal-engine-4-ue4/

"The tech of the art of The Peanuts Movie" ( スヌーピーの映画のアート技術 )

CG

http://www.fxguide.com/featured/the-tech-of-the-art-of-the-peanuts-movie/

A WebGL-based light transport simulator

https://benedikt-bitterli.me/tantalum/tantalum.html

[GAME_GFX] "Dynamic Soft Shadows Based on Local Cubemap"

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…

"GGX Shading Model For Metallic Reflections" By Neil Blevins (GGX による金属反射)

PBR

http://www.neilblevins.com/cg_education/ggx/ggx.htm

UE4 Nature demo by kooolalala

Bedroom demo: ArchViz with SSRR in Unity ( Unity 5.3 の SSR )

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…

Tutorial: Complex Material Setup

PBR

http://www.marmoset.co/toolbag/learn/materials

Finding Next-Gen – Part I – The Need For Robust (and Fast) Global Illumination in Games

http://colinbarrebrisebois.com/2015/11/06/finding-next-gen-part-i-the-need-for-robust-and-fast-global-illumination-in-games/

WebGL BRDF Explorer

http://patapom.com/topics/WebGL/BRDF/

Fallout 4 Timelapse - A Day in the Wasteland | Xbox On

Assassin's Creed Syndicate NVIDIA GameWorks Trailer

Simple memo of SH basis

CG

Reference : Stupid SH http://www.ppsloan.org/publications/StupidSH36.pdf

PDF of ShaderX3

http://shiba.hpe.sh.cn/jiaoyanzu/wuli/soft/Hlsl/ShaderX3.pdf

Image Based Reflection (IBR) at UE3

https://udn.epicgames.com/Three/ImageBasedReflections.html

Screen Space Displacement Mapping 2008

http://www.divideconcept.net/papers/SSDM-RL08.pdf