2015-12-01から1ヶ月間の記事一覧

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

Interesting sessions in GDC2016

Game graphics "Global Illumination in Tom Clancy's The Division" Ubisoft Massive http://schedule.gdconf.com/session/global-illumination-in-tom-clancys-the-division "Photogrammetry and 'Star Wars Battlefront'" http://schedule.gdconf.com/ses…

Average day as a programmer

https://twitter.com/GiveMeInternet/status/672271554336591872 プログラマの平均的な 1 日のネタ画像. 上側が理想. 下側が現実.

[ART] Designer Jati Putra’s Digital Photo Manipulations Warp Space and Time

http://www.thisiscolossal.com/2015/12/digital-illustrations-jati-putra/

[ART] A Quick Walk Through Chiharu Shiota’s Striking Key Installation at the Venice Biennale

http://www.thisiscolossal.com/2015/12/key-in-the-hand-video/

[ART] "This Translucent Cube Hides Six Handpainted Anamorphic Images"

http://www.thisiscolossal.com/2015/12/this-translucent-cube-hides-six-handpainted-anamorphic-images/

[ART] MACIEK PTASZYNSKI – HEAVY RAIN BREAKDOWN

http://blog.maxwellrender.com/customer-stories/maciek-ptaszynski-heavy-rain-breakdown/

[GAME_GFX] Face-Off: Rainbow Six Siege

http://www.eurogamer.net/articles/digitalfoundry-2015-rainbow-six-siege-face-off

[GAME_GFX] Breakdown. Assassin’s Creed II

http://www.froyok.fr/blog/2015-12-breakdown-assassins-creed-ii-2

UNREAL ENGINE 4 POWERS FINAL FANTASY VII

http://80.lv/articles/unreal-engine-4-powers-final-fantasy-vii/

[GAME_GFX] UNCHARTED 4: A Thief's End - The Game Awards Trailer | PS4

GPU path tracing tutorial 2: interactive triangle mesh path tracing

http://raytracey.blogspot.jp/2015/12/gpu-path-tracing-tutorial-2-interactive.html

[PBR] Octane PBR workflow (quixel Suite to Octane)

[CG] The sRGB Learning Curve

https://gamedevdaily.io/the-srgb-learning-curve-773b7f68cf7a#.wum07crng

[GAME_GFX] "A first-person engine in 265 lines" by Hunter Loftis

http://www.playfuljs.com/a-first-person-engine-in-265-lines/

[GPU] Beating The GPU At Its Own Game (By Stacking the Deck). Software Rasterization On GPUs

http://www.joshbarczak.com/blog/?p=1012

WebGL demos by xg

Abstract Mountains http://alteredqualia.com/xg/examples/abstract_mountains.html Deferred Tube lights http://alteredqualia.com/xg/examples/deferred_tubelights.html Jupitor atmosphere http://alteredqualia.com/xg/examples/jupiter.html Animati…