2016-03-01から1ヶ月間の記事一覧
article : http://www.cartoonbrew.com/tech/toonz-software-used-studio-ghibli-futurama-made-free-open-source-138111.html
https://aws.amazon.com/jp/blogs/gamedev/now-available-lumberyard-beta-1-1-2/
article : http://www.awn.com/news/autodesk-expands-vr-support-streamlines-3d-character-creation-game-developers
NVidia Vulkan https://developer.nvidia.com/vulkan Imagination announces latest PowerVR® Graphics SDK including full support for new Vulkan™ API https://imgtec.com/news/press-release/imagination-announces-latest-powervr-graphics-sdk-includi…
article : http://www.develop-online.net/news/artomatix-announces-automatic-texture-generation-tool-materialize/0218140
http://casual-effects.blogspot.jp/2016/03/computational-graphics-pronunciation.html グラフィック関係の英単語の発音に関する記事です.
article : http://polycount.com/discussion/166599/ue4-near-future-space-station
sdSuperprim via @paniq https://www.shadertoy.com/view/Xdy3Rm Sirenian Dawn via @stromoid https://www.shadertoy.com/view/XsyGWV Abstract Corridor https://www.shadertoy.com/view/MlXSWX
article : http://www.aduprat.com/portfolio/?page=articles/PBGI
article : http://www.gamersnexus.net/guides/2355-deep-dive-how-vxao-frustum-tracing-and-flow-work Volumetric Lighting algorithm update Voxel-Accelerated Ambient Occlusion (VXAO) High-Fidelity Frustum-Traced Shadows (HFTS) Flow (combustible…
Optimizing the Graphics Pipeline with Compute by FrostBite http://www.frostbite.com/2016/03/optimizing-the-graphics-pipeline-with-compute/ pptx : http://www.wihlidal.ca/Presentations/GDC_2016_Compute.pptx pdf : http://www.wihlidal.ca/Prese…
GDC 2016: A GLIMPSE AT THE REAL-TIME FUTURE https://www.unrealengine.com/blog/gdc-2016-a-glimpse-at-the-real-time-future
github : https://github.com/playdeadgames/temporal pdf : https://github.com/playdeadgames/temporal/blob/master/GDC2016_Temporal_Reprojection_AA_INSIDE.pdf article : http://www.gamasutra.com/view/news/268722/Limbo_dev_opensources_its_Unity_…
Reference "Physicall based Materials in UE4" https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/index.html 日本語 : https://docs.unrealengine.com/latest/JPN/Engine/Rendering/Materials/PhysicallyBased/index.…
http://www.iquilezles.org/www/articles/basicvr/basicvr.htm
http://blog.imgtec.com/powervr-developers/ray-traced-soft-shadows-in-real-time-spellwrath
http://wili.cc/research/northlight_dx12/ slide : http://wili.cc/research/northlight_dx12/GDC16_Timonen_Northlight_DX12.pptx
https://knarkowicz.wordpress.com/2016/03/21/gdc-2016-presentations/ GDC2016 の資料へのリンク集です.
GDC2016 での 「Uncharted 4 での Substance の利用」に関する講演のメモと写真です. http://www.dualshockers.com/2016/03/16/amazing-uncharted-4-pictures-show-environments-and-more-naughty-dog-talks-texture-design-at-gdc/