2016-03-26から1日間の記事一覧

Toonz Software Used by Studio Ghibli and ‘Futurama’ Being Made Free and Open Source

ART

article : http://www.cartoonbrew.com/tech/toonz-software-used-studio-ghibli-futurama-made-free-open-source-138111.html

Now Available – Lumberyard Beta 1.1 via @wolfgangengel

https://aws.amazon.com/jp/blogs/gamedev/now-available-lumberyard-beta-1-1-2/

Autodesk Expands VR Support, Streamlines 3D Character Creation for Game Developers

article : http://www.awn.com/news/autodesk-expands-vr-support-streamlines-3d-character-creation-game-developers

Vulkan related links at GDC2016

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…

Artomatix announces automatic texture generation tool Materialize

article : http://www.develop-online.net/news/artomatix-announces-automatic-texture-generation-tool-materialize/0218140

Computational Graphics Pronunciation Guide via @CasualEffects

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.

Quixel SUITE 2.1.4 - SpaceX Inspired Environment via @Disting

article : http://polycount.com/discussion/166599/ue4-near-future-space-station

Substance Painter 2.0: UI and viewport updates

sdSuperPrim, Sirenian Dawn, Abstract Corridor

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

PhysX GPU Rigid Body simulation via @tuan_kuranes_rss

Virtual Objects Experiments Week 4: AR15, Banana Grenades and more! via @AntonHand

VR

Real Time Point Based Global Illumination by Anatole Duprat

GI

article : http://www.aduprat.com/portfolio/?page=articles/PBGI

Deep Dive: How VXAO, Frustum Tracing, & Fluid Combustibles Work

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…

Slides of game graphics at GDC2016

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…

Building a 4K experience

Unreal Engine 4 2016 Features Trailer via @RickKing16

GDC 2016: A GLIMPSE AT THE REAL-TIME FUTURE https://www.unrealengine.com/blog/gdc-2016-a-glimpse-at-the-real-time-future

Valve's "The Lab" Detailed At GDC! - ValveTime News Round-Up (21st March 2016)

The Making of UNCHARTED 4: A Thief's End - The Evolution of a Franchise | PS4

Temporal Reprojection Anti-Aliasing by Playdead's INSIDE

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_…