2016-03-01から1ヶ月間の記事一覧

StingRay Overview via @inklasFrykholm

http://htmlpreview.github.io/?https://cdn.rawgit.com/niklasfrykholm/introduction-to-stingray/00234ba9df59dd51366902ec44ccd7c333b1ea7a/index.babel.html Autodesk のゲームエンジン StingRay のオーバービュー

Modern textureless deferred rendering techniques via @KostasAAA

https://forum.beyond3d.com/threads/modern-textureless-deferred-rendering-techniques.57611/ G-Buffer にテクスチャ情報を書き込まずに, 三角形に埋め込んだ Id を使ってライティング時にテクスチャを参照する"ディファードレンダリング"に関するスレッド

Virtual Femto Photography #1

CG

article : https://benedikt-bitterli.me/femto.html

The Most Important Object In Computer Graphics History Is This Teapot via @craigmod

article : http://nautil.us/blog/the-most-important-object-in-computer-graphics-history-is-this-teapot ユタのティーポットの記事

Vector Toy 1.0

http://dandelany.github.io/vector-toy/ github : https://github.com/dandelany/vector-toy

Shadow of the mountain more world machine fanoodling. rendered in Marmoset toolbag 2

ART

https://www.artstation.com/artwork/Xd01D

Tom Clancy's The Division - Dollar Artwork Timelapse

ART

Distance Field TexturesFast Voronoi Diagrams and Distance Field Textures on the GPU With the Jump Flooding Algorithm via @kenpex

ART

article :http://blog.demofox.org/2016/02/29/fast-voronoi-diagrams-and-distance-dield-textures-on-the-gpu-with-the-jump-flooding-algorithm/ Distance Field Textures : http://blog.demofox.org/2014/06/30/distance-field-textures/

GPU Texture Sampler Bezier Curve Evaluation

http://blog.demofox.org/2016/02/22/gpu-texture-sampler-bezier-curve-evaluation/

Art of FarCry Primal by Jobye-Kyle Karmaker

ART

http://www.jobyek.com/farcryprimal.html ファークライ・プライマルのアート

A Phenomenological Scattering Model for Order-Independent Transparency

http://graphics.cs.williams.edu/papers/TransparencyI3D16/

Conservative Raymarching via @paniq

Conservative Raymarching https://www.shadertoy.com/view/4dGGWt#

WebGL Water, Polygon Shredder via @ID_R_McGregor

WebGL のデモ http://madebyevan.com/webgl-water/ https://www.clicktorelease.com/code/polygon-shredder/

Snow Enviornment rendered in UE 4 via @Sillmin

https://www.artstation.com/artwork/6wWJ0 UE4 での雪環境の表現

F1 2015 Goes to the Next Level of Realism on the PC via @KostasAAA

article : https://software.intel.com/en-us/articles/f1-2015-goes-to-the-next-level-of-realism-on-the-pc pdf : https://software.intel.com/sites/default/files/managed/1f/68/f1-2015-the-next-level-of-realism.pdf CodeMaster 社による F1 2015 で…

D3D11 vender hacks by MJP

https://docs.google.com/spreadsheets/d/1J_HIRVlYK8iI4u6AJrCeb66L5W36UDkd9ExSCku9s_o/edit#gid=0

Golaem Physics Simulation Demo

https://vimeo.com/156392107

Glints, Beneath the sea

Glints https://www.shadertoy.com/view/ldVGRh Beneath the Sea https://www.shadertoy.com/view/4ljXWh

Updated : Interesting sessions in GDC2016

GDC

GDC2016 で気になっているセッション情報を更新しました. Interesting sessions in GDC2016 - OLD hanecci’s blog : 旧 はねっちブログ

GAT #61: Dark Maus - Top Down Trees

ART

上の視点から見た木の表現

CS:GO Maps Workshop

http://blog.counter-strike.net/workshop/maps.php article : http://www.develop-online.net/news/valve-beautifies-counter-strike-go-visuals-with-new-lighting-and-shaders/0217131 Valve による Counter Strige GO 向けの Source Engine のグラフィッ…

DOOM SnapMap – Infinite Possibilities, Endless Content

https://bethesda.net/#en/events/game/doom-snapmap-infinite-possibilities-endless-content/2016/02/26/83

Plants vs. Zombies: Garden Warfare 2 – PC vs. PS4 vs. Xbox One Graphics Comparison

Hitman 2016 (Beta) – PC Low vs. Medium vs. Ultra detailed Graphics Comparison

Far Cry Primal – PC Low vs. High vs. Ultra detailed Graphics Comparison ALL Graphics Settings

Tom Clancy’s The Division Trailer - NVIDIA GameWorks [US]

Tom Clancy's The division at PC uses HBAO+ and PCSS in NVIDIA Gameworks. トム・クランシーのディビジョンの PC 版は NVIDIA ゲームワークスの HBAO+ と PCSS を使っています.