2016-03-12から1日間の記事一覧

Bhaskara I's sine approximation formula via @paniq

https://en.wikipedia.org/wiki/Bhaskara_I%27s_sine_approximation_formula

Object-Oriented Programming is Bad via @bkaradzic

Discussing the State of DX12 with Microsoft & Oxide Games via @danbaker

http://www.anandtech.com/show/10136/discussing-the-state-of-directx-12-with-microsoft-oxide-games

The Laowa 105mm f/2 Lens Uses a Special Element for Crazy-Smooth Bokeh via @renderpipeline

http://petapixel.com/2016/03/10/laowa-105mm-f2-lens-uses-special-element-crazy-smooth-bokeh/

OpenGL Sample Code (including VR samples) via @tuan_kuranes_rs

VR

http://casual-effects.blogspot.jp/2016/03/opengl-sample-codeand-openvr-sample-code.html

A simple SAH BVH build

http://psgraphics.blogspot.jp/2016/03/a-simple-sah-bvh-build.html

A look at the Technology behind the 4D Game Miegakure

How OpenGL works: software renderer in 500 lines of code via @ahcox

CG

https://github.com/ssloy/tinyrenderer/wiki

Ray Tracing: the Next Week Kindle Edition via @Peter_shirley

Ray Tracing: the Next Week Kindle Edition http://www.amazon.com/Ray-Tracing-Next-Peter-Shirley-ebook/dp/B01CO7PQ8C Ray Tracing in One Weekend http://www.amazon.com/Ray-Tracing-Weekend-Peter-Shirley-ebook/dp/B01B5AODD8/

Minecraft AO

http://ci.threejs.org/api/pullrequests/8237/examples/index.html#webgl_geometry_minecraft_ao

Three Lighting and Composition Principles

octree-based 3D Bézier curve subdivision via @RavenKwok

CG

http://openprocessing.org/sketch/256649

Game Graphics of Street Fighter 5 at CG world 2016/4 Vol.202

http://cgworld.jp/magazine/cgw212.html 今月号の CG World では ストリートファイター 5 のグラフィックスの話が掲載されていましたので, Amazon で購入しました. 下の画像は公式ページ上の画像をリンクしたものです.

Light Propagation Volume, Dithering-analysis shader, Pseudo-Polar Mapping

Light Propagation Volume via @paniq https://www.shadertoy.com/view/XdtSRn Dithering-analysis shader via @pixelmager https://www.shadertoy.com/view/ltBSRG Pseudo-Polar Mapping via @paniq https://www.shadertoy.com/view/XdXSWN