2016-01-01から1ヶ月間の記事一覧

Some WebGL Demos

GPU text rendering with vector textures demo : http://wdobbie.com/pdf/ article : http://wdobbie.com/post/gpu-text-rendering-with-vector-textures/ The Spirit http://www.edankwan.com/experiments/the-spirit/ Earth bathymetry http://alteredqua…

2D Lighting system

http://hombrealto.com/blog/2d_lighting_system.html

Reflections Based on Local Cubemaps in Unity

http://www.gamasutra.com/blogs/RobertoLopezMendez/20160115/263574/Reflections_Based_on_Local_Cubemaps_in_Unity.php

ShaderToy demos

Planet Shadertoy https://www.shadertoy.com/view/4tjGRh Movable metaballs https://www.shadertoy.com/view/4dy3zR Interval Arithmetic https://www.shadertoy.com/view/lssSWH Interval Arithmetic: Quadtree https://www.shadertoy.com/view/MssSWH 2D…

simple pathtracing by iq

http://iquilezles.org/www/articles/simplepathtracing/simplepathtracing.htm

HDR LightMap Set: Sunrise To Sunset Geographe Bay (Day)

http://lollipopshaders.myshopify.com/products/hdr-sunrise-to-sunset-lightmap-set-geographe-bay-day vimeo : https://vimeo.com/105920527 オーストラリアでの太陽が昇って沈むまでの時間変化の HDRI 画像の素材です.

The Poor Man's Threading Architecture

http://gamasutra.com/blogs/EvanTodd/20160113/263423/The_Poor_Mans_Threading_Architecture.php

Engaging the Voyage to Vulkan

https://developer.nvidia.com/engaging-voyage-vulkan

Building Up Perlin Noise

http://www.eastfarthing.com/blog/2015-04-21-noise/ ブラウザ上でのパーリンノイズのデモ

GameTextures 2.0

ART

article : https://www.gametextures.com/gametextures-2-0-has-arrived/

Two Minute Papers

Demos, Lens bokeh

Demos Shader Rally https://www.shadertoy.com/view/XdcGWS Shadertris https://www.shadertoy.com/view/lst3W2 Lens Bokeh lens: bokeh blur, hexagon 5pass https://www.shadertoy.com/view/Xd33Ds# reference : https://t.co/y1Tt8TQM4f lens: bokeh blu…

3D Printed Spinning Tops

ART

thread : http://www.zbrushcentral.com/showthread.php?197553-3D-Printed-Spinning-Tops&p=1164194&viewfull=1#post1164194 3D プリンタで作ったよく回るコマ

Unreal Engine 4 Physical Ocean Surface - Different Sea States

thread : https://forums.unrealengine.com/showthread.php?69070-WIP-Physical-Ocean-Surface-Developing-a-Realistic-Water-Shader 海の表面のシミュレーション @ UE4

The Delayed Reference Method

ART

あるものをスケッチをする際に最初は何も見ずに描き, その後にリファレンスを見ながら描く. ということをして 2 つを比較することで, 学習した点や改善点がわかりやすくなる. スケッチ以外のことにも使えるかも

Interior mapping at Watch Dogs

article : http://www.dualshockers.com/2014/05/26/watch_dogs-uses-a-very-cool-effect-to-show-buildings-interiors-that-actually-arent-there/ Watch Dogs でのインテリアマッピング. (ビルの外の窓から内側を見ると内装のモデルがあるように見えるけど…

Diablo 3 - The sacred spiderweb by Simonschreibt

article : http://simonschreibt.de/gat/diablo-3-the-sacred-spiderweb/ ゲーム Diablo3 や バットマン Arkham Asylum での遠くから見えることを意識したクモの巣の話. (よくある網目上のクモの巣は近くで見た場合のもの)

Shader tutorial: CRT emulation

http://www.gamasutra.com/blogs/SvyatoslavCherkasov/20140531/218753/Shader_tutorial_CRT_emulation.php

Freezing soap bubbles at -15 celsius - Warsaw

"Sequential Monte Carlo Instant Radiosity"

CG

http://visual.cs.ucl.ac.uk/pubs/smcir/

"Antialiasing Complex Global Illumination E ffects in Path-space"

CG

https://hal.inria.fr/hal-01200710v1/document

par_shapes.h: single-file C library for creating parametric surfaces, polyhedra, L-systems

CG

http://github.prideout.net/shapes/

Automatic Colorization

http://tinyclouds.org/colorize/

"A nice introduction to perceptual hashing"

http://www.hackerfactor.com/blog/index.php?/archives/432-Looks-Like-It.html

Drippy Room

https://www.shadertoy.com/view/MstGWX

ACES Filmic Tone Mapping Curve

https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/

Automatic Exposure

https://knarkowicz.wordpress.com/2016/01/09/automatic-exposure/

"Deus Ex 3 – Folds" by simonschreibt

http://simonschreibt.de/gat/deus-ex-3-folds/ Deus Ex 3 の布アニメーション. 頂点アニメーションではなく, 視差マッピング+テクスチャアニメーション.

GPUs prefer premultiplication

http://www.realtimerendering.com/blog/gpus-prefer-premultiplication/

Crumbling tiger, hidden canyon

https://geofflester.wordpress.com/2016/01/09/crumbling-tiger-hidden-canyon/ FarCry4 で虎が煙と一緒に消えるエフェクト