2015-01-01から1年間の記事一覧

[GAME_GFX] Star Wars Battlefront: 2004 vs. 2015 Graphics Comparison

[NVIDIA_GAMEWORKS][VR] GameWorks VR Gives a Boost to Virtual Reality

Explore a beating heart (心臓の WebGL のデモ)

https://jsfiddle.net/g21v3zgd/19/embedded/result/

Visual Studio Code by Microsoft (Visual Studio のコードを Microsoft が公開 )

https://github.com/microsoft/vscode

Dynamic lighting and dropping shadow in WebGL (WebGL で動的なライティングやシャドウをする)

http://www.slideshare.net/LimeStreem/dynamic-lighting-and-dropping-shadow-in-webgl

"A tribute to the great master of Post-Impressionism, Paul Cezanne." by Media Molecule (セザンヌの絵をゲームグラフィックスで表現)

https://twitter.com/mediamolecule/status/667010334335623169

Hacking GCN via OpenGL (OpenGL を使って GCN をハック )

https://t.co/zsTogH6C4x

[GAME_GFX] Creating the atmosphere of Until Dawn (アンティル・ドーンの空気感の作成)

http://www.develop-online.net/tools-and-tech/creating-the-atmosphere-of-until-dawn/0214056

Pixel Art + Deferred Lighting (ピクセルアートとディファードライティング)

[VR][GAME_GFX] "Subway demo in VR" (Geomerics 社が GI のデモである Subway デモを VR に移植)

article : http://www.geomerics.com/blogs/subway-demo-in-vr/

"Back to Dinosaur Island" free on Steam (Crytek の恐竜の VR のデモが Steam で無料配信)

http://store.steampowered.com/app/412940?beta=1

Oculus Connect 2: Post-Mortem: Building the First Crescent Bay Experiences (オキュラスコネクト2 の動画)

VR

[PBR][CG] Multiple-Scattering Microfacet BSDFs with the Smith Model (マルススキャッターを考慮したマイクロファセット BRDF)

https://eheitzresearch.wordpress.com/240-2/

Substance PROCEDURAL MATERIAL CONTEST WINNERS (Substance プロシージャルマテリアルコンテストの結果)

Part1 : https://www.allegorithmic.com/blog/procedural-material-contest-winners-part-1 Part2 : https://www.allegorithmic.com/blog/procedural-material-contest-winners-part-2

[GAME_GFX] Grand Theft Auto V: Toddyhancer test (WIP)

[GAME_GFX] Star Wars: Battlefront with Toddyhancer (Build 2)

http://imgur.com/a/ib8nW

THE HD BEAUTY OF STAR WARS: BATTLEFRONT (StarWars BattleFront のスクリーンショット)

http://80.lv/articles/the-hd-beauty-of-star-wars-battlefront/

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/

"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/