2016-05-01から1ヶ月間の記事一覧

Exclusive DOOM 1080p 60FPS Gameplay with Vulkan API on GeForce GTX

Doom Tech Analysis: The Best-Looking 60fps Console Shooter? via @billykhan

TEXTURING UNCHARTED 4: GDC VIDEO SESSIONS PART 2

article : https://www.allegorithmic.com/blog/texturing-uncharted-4-gdc-video-sessions-part-2

Art of Uncharted4 by Bradford Smith via @BradfordSmith3D

ART

https://www.artstation.com/artist/bradfolio/albums/40502

Uncharted 4 Characters' Hair by Yibing Jiang via @YibingJiang

ART

https://www.artstation.com/artwork/JOY4A

Technical Study: Overwatch via @Froyok, @EightyLevel

ART

polycount : http://polycount.com/discussion/170394/technical-study-overwatch-image-heavy 80 Level : http://80.lv/articles/overwatch-technical-overview/

Optimizing slerp via @tuan_kuranes_rs

http://zeuxcg.org/2016/05/05/optimizing-slerp/

Simultaneous Mipmap Level Generation via @tuan_kuranes_rs

http://hacksoflife.blogspot.jp/2016/05/simultaneous-mipmap-level-generation.html

Importance Sampling of Environment Maps via @Zavie

PBR

http://computergraphics.stackexchange.com/questions/2391/importance-sampling-of-environment-maps

Optimizing Ray Marching through Partial Evaluation via @Love2Code

https://pointersgonewild.com/2016/05/08/optimizing-ray-marching-through-partial-evaluation/

Fast Thin-Film Interference, Anomalous Dispersion

Fast Thin-Film Interference via @cornusammonis https://www.shadertoy.com/view/ld3SDl Anomalous Dispersion via @cornusammonis https://www.shadertoy.com/view/Xs3Szj

Doom running on GTX 1080 with Vulkan API via @billykhan

Kingspray Graffiti Simulator VR

VR

The astonishingly real virtual baby that laughs, cries -- and learns via @MittringMartin

CG

How Surface Texture Affects Bloodstain Patterns via @protoplot

Two Minute Papers - Real-Time Shading With Area Light Sources via @karoly_zsolnai

Links of color correction in games

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…

BattleField 1

GDC 2016: Texturing Uncharted 4's "The Beast" Turret Truck by Christophe Desse

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…

Uncharted 4 Tech Analysis: A PS4 Masterpiece via @bkaradzic

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…

EuroGamer Tech Analysis: Uncharted 4: A Thief's End via @cman2k

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.

A Brain Dump of What I Worked on for Uncharted 4

AI

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/ …

Designing C APIs in 2016 via @NIV_Anteru

https://anteru.net/blog/2016/05/01/3249/

Are Behavior Trees a Thing of the Past? via @tuan_kuranes_rs

AI

http://www.gamasutra.com/blogs/JakobRasmussen/20160427/271188/Are_Behavior_Trees_a_Thing_of_the_Past.php

How do you deal with FPS times when benchmarking? via @pointinpolygon

http://www.realtimerendering.com/blog/dont-be-mean/

oilArt

oilArt https://www.shadertoy.com/view/lsKGDW

3D ARTIST MAGAZINE: SUBSTANCE IS THE CHOICE OF THE PROS

https://www.allegorithmic.com/blog/3d-artist-magazine-substance-choice-pros

Autodesk Stingray – Technical Introduction and Design Overview via @renderpipeline

CHARACTER DESIGN OF AMY SHARPE

ART

http://80.lv/articles/character-desing-of-amy-sharpe/

PRINCE OF PERSIA ROTOSCOPY

http://www.gameanim.com/2014/01/07/prince-persia-rotoscopy/

Little fella's adventures via @alteredq

http://alteredqualia.com/xg/examples/car_zastava.html