2015-12-10から1日間の記事一覧

[UNITY] Release note of Unity 5.3

Unity5.3 のリリースノート http://unity3d.com/jp/unity/whats-new/unity-5.3

[CG] Four Ways to Create a Mesh for a Sphere

球のメッシュを作る 4 つの方法. https://gamedevdaily.io/four-ways-to-create-a-mesh-for-a-sphere-d7956b825db4#.8ove5zvxm

[UNITY][PBR] Alloy Physical Shader Framework v3.3 for Unity

Unity 5.3 向けの「物理シェーダフレームワークである Alloy v3.3」がリリース http://alloy.rustltd.com/blog/index.php/2015/12/08/alloy-3-3-for-unity-5-3-released/

[GAME_GFX] The future of GPU texture compression

GPU テクスチャ圧縮の未来 http://richg42.blogspot.jp/2015/12/the-future-of-gpu-texture-compression.html

[CG]The Importance of Terminology and sRGB Uncertainty

sRGB の話 http://colour-science.org/posts/the-importance-of-terminology-and-srgb-uncertainty/

[SHADER_TOY] Marble Sculpture, La calanque, Rayleigh and Mie scattering

Marble Sculpture https://www.shadertoy.com/view/MdXSzX La calanque https://www.shadertoy.com/view/Mst3Wr Rayleigh and Mie scattering for atmosphere rendering https://www.shadertoy.com/view/XtBXDz

[GAME_GFX][BOOK] Game Engine Gems, Volume 3

洋書 Game Engine Gems 3 巻の目次 http://www.gameenginegems.com/geg3.php

Free portrait lighting guide: 24 essential studio lighting set-ups

24 種類のスタジオライティングのガイド article : http://www.digitalcameraworld.com/2015/09/14/free-portrait-lighting-guide-24-essential-studio-lighting-set-ups/

[GAME_GFX][SIGGRAPH] LOD transition by dithering at Destiny

Destiny でのディザによる LOD 遷移 "Tackling the Level-of-Detail Problem through New Shading Languages and Tools" SIGGRAPH 2015 http://openproblems.realtimerendering.com/kayvonf_lodSIGGRAPH.pdf

[VR][UNREAL_ENGINE] Epic Games Share Insights: Optimizing ‘Showdown’ for 90 FPS on Oculus Rift Crescent Bay Prototype

Epic Games の Showdown デモの最適化 article : http://www.roadtovr.com/epic-games-share-insights-optimizing-showdown-90-fps-oculus-rift-crescent-bay-prototype/ slide : http://static.oculus.com/connect/slides/OculusConnect_Epic_UE4_Integrati…

Simul TrueSky

雲をプロシージャルに作るミドルウェア official : http://simul.co/truesky/

AUTOMODELLER PRO: CHANGING THE WAY YOU PAINT SCENES

AutoModeller : 下図のようなポリゴンの表面に対して, (テクスチャのような感じで)他のメッシュを塗れるツール. article : http://80.lv/articles/automodeller-pro-changing-the-way-you-paint-scenes/ Official : http://www.automodeller.com/feature-lis…

[WEB_GL] Gate level ARM simulation interactively with WebGL

WebGL で ARM (CPU) をゲートレベルで可視化する demo : http://visual6502.org/sim/varm/armgl.html article : http://blog.visual6502.org/2015/11/the-visual-arm1.html