2016-04-01から1ヶ月間の記事一覧

github of GPU Pro 7

github of GPU Pro 7 https://github.com/wolfgangfengel/GPU-Pro-7 DirectX 12 light culling technique featured in GPU Pro 7 via @KostasAAA https://github.com/kevinortegren/ClusteredShadingConservative

SMOOTH SHADOWS FOR GEOMETRY DUST CLOUDS via @simonschreibt

VFX

https://kosmonautblog.wordpress.com/2016/04/10/smooth-shadows-for-geometry-dust-clouds/

Reading list on vector implementation updated via @kenpex

http://lousodrome.net/blog/light/2016/04/09/reading-list-on-vector-implementation-updated/

BUILDING THE ROMAN HOUSE OF LIGHT

http://80.lv/articles/building-the-roman-house-of-light/

LEARNING SUBSTANCE PAINTER 2

http://80.lv/articles/learning-substance-painter-2/

Introducing Facebook Surround 360: An open, high-quality 3D-360 video capture system

article : https://code.facebook.com/posts/1755691291326688/introducing-facebook-surround-360-an-open-high-quality-3d-360-video-capture-system video : https://code.facebook.com/Engineering/videos/10154013275372200/

Dubbear, SCI-FI HELMET, Vintage Classical Leather Arm Chair

Dudbear by Nate https://sketchfab.com/models/464cab1457b44942b4a50b7a7fea77d9 SCI-FI HELMET - BLUE NEON - Jonathan BENAINOUS via @cman2k https://sketchfab.com/models/f7cdd13d870d42eca07f043d9404b220 Vintage Classical Leather Arm Chair via …

Factory – pt 4 – (Trimming the flowers) via @GeoffLesterCG

https://geofflester.wordpress.com/2016/04/10/factory-pt-4-trimming-the-flowers/

Some graphics related slides at GDC2016

"Advanced VR Rendering Performance" via @AlexVlachos pdf : http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_Performance_GDC2016.pdf video : http://www.gdcvault.com/play/1023522/Advanced-VR-Rendering "Mixed Resolution Ren…

Performance Tweets Series: Shaders, Threading, Compiling via @KostasAAA

http://gpuopen.com/performance-tweets-series-shaders-threading-compiling/

Pacman Game, Transparent Cube Field

Pacman Game https://www.shadertoy.com/view/Ms3XWN Transparent Cube Field https://www.shadertoy.com/view/ll2SRy

CREATING ESCAPE VELOCITY FOR SAMSUNG GEAR VR: A POSTMORTEM

article : https://www.unrealengine.com/blog/creating-escape-velocity-for-samsung-gear-vr

Teaching Inverse Kinematics via @tuan_kuranes_rs

https://iphys.wordpress.com/2016/04/07/teaching-inverse-kinematics/

Seven Things for April 6, 2016 via @pointinpolygon

CG

http://www.realtimerendering.com/blog/seven-things-for-april-6-2016/

50 Game Camera Mistakes

All of the figures from Real Time Rendering 3 are now on Flickr and available for Fair Use via @morgan3d

flickr : https://www.flickr.com/photos/11998354@N07/sets/72157666682037995 article : http://www.realtimerendering.com/blog/our-books-figures-now-downloadable-for-fair-use/ リアルタイムレンダリング 3 版の画像が Fair Use で利用可能です.

STUDYING SET DRESSING OF BLOODBORNE WITH UE4

http://80.lv/articles/studying-set-dressing-of-bloodborne-with-ue4/

Planet Rendeing : Recursive Level of Detail, With Code via @tuan_kuranes_rs

CG

http://voxels.blogspot.jp/2016/04/planet-rendeing-recursive-level-of.html github : https://github.com/sp4cerat/Planet-LOD

VDR Follow Up – Fine Art of Film Grain via @KostasAAA

http://gpuopen.com/vdr-follow-up-fine-art-of-film-grain/

Progressive Lightmapping Using Pathtracing by Unity via @KEngelstoft

http://cphgamesconf.interactivedenmark.dk/article/something-cool-developed-cph

Some incredible materials for The Last of Us from Rogelio Olguin via @GameTxtures

ART

https://www.artstation.com/artwork/OweK6

Some slides and videos of GDC2016

GDC

"Rendering Hitman with DirectX12" via @morfar slides : https://drive.google.com/file/d/0B3USS2EfBt-tSk9TQ0dSSXR1R2M/view Behind the Scenes of Cinematic Dialogues in 'The Witcher 3: Wild Hunt' via @Tomsinek slides : http://www.gdcvault.com/…

Hybrid Frustum Traced Shadows via @syoyo

https://developer.nvidia.com/hybrid-frustum-traced-shadows-0

UNCHARTED 4: A Thief's End - Madagascar Preview | PS4

Everything Old is New Again! via @KostasAAA

CG

http://deadvoxels.blogspot.jp/2016/03/everything-old-is-new-again.html

Tutorial of Ray Casting, Ray Tracing and Ray Marching

http://blog.ruofeidu.com/tutorial-of-ray-casting-ray-tracing-and-ray-marching/

Bidirectional Path Tracing 9 - Some images and postmortem

http://rendering-memo.blogspot.jp/2016/03/bidirectional-path-tracing-9-some.html

floats, bits, and constant expressions via @tuan_kuranes_rs

http://brnz.org/hbr/?p=1518

Synaptic

Synaptic via @stormoid https://www.shadertoy.com/view/MdG3Dd

Direct3D 12.0 quick reference guide

https://github.com/alessiot89/D3D12QuickRef/