2016-05-13から1日間の記事一覧
http://zeuxcg.org/2016/05/05/optimizing-slerp/
http://hacksoflife.blogspot.jp/2016/05/simultaneous-mipmap-level-generation.html
http://computergraphics.stackexchange.com/questions/2391/importance-sampling-of-environment-maps
https://pointersgonewild.com/2016/05/08/optimizing-ray-marching-through-partial-evaluation/
Fast Thin-Film Interference via @cornusammonis https://www.shadertoy.com/view/ld3SDl Anomalous Dispersion via @cornusammonis https://www.shadertoy.com/view/Xs3Szj
ARTICLE | TAKING A CINEMATIC COLOR GRADING APPROACH TO VIDEO GAMES http://www.adammyhill.com/unofficial-color-grading-of-uncharted-4/ Implementing HDR in ‘Rise of the Tomb Raider’ https://developer.nvidia.com/implementing-hdr-rise-tomb-rai…
GDC 2016: Texturing Uncharted 4's "The Beast" Turret Truck by Christophe Desse via @ispyrarts https://www.allegorithmic.com/blog/texturing-uncharted-4-gdc-video-sessions-part-1 UNCHARTED 4: THIS GAME HAS SUBSTANCE https://www.allegorithmic…
アンチャーテッド 4 の技術について分析した動画です. 動画中で触れられている内容について軽くメモっておきます. 解像度とフレームレート ストーリーモード(Story mode) : 1080p, 30FPS マルチプレイヤーモード(Multi-player mode) : 900p, 60FPS グラフィ…
http://www.eurogamer.net/articles/digitalfoundry-2016-uncharted-4-thiefs-end-tech-analysis アンチャーテッド4 の技術を文章で説明した記事です.
gamastra : http://www.gamasutra.com/blogs/MingLunChou/20160511/272458/A_Brain_Dump_of_What_I_Worked_on_for_Uncharted_4.php gamedev.net (via @skaven_ ) : http://www.gamedev.net/topic/678552-a-brain-dump-of-what-i-worked-on-for-uncharted-4/ …