2016-08-01から1ヶ月間の記事一覧

CEDEC2016 の資料や記事へのリンク

この記事について CEDEC2016 の資料が CEDiL で公開され始め, また紹介記事も出てきたので ピックアップしたものを下にリンク先を書いておきます. CEDiL : https://cedil.cesa.or.jp/ ファミ通 : http://www.famitsu.com/matome/cedec2016/ GameWatch : http…

What’s New in C# 7.0 via @kenpex

https://blogs.msdn.microsoft.com/dotnet/2016/08/24/whats-new-in-csharp-7-0/

How many x86 instructions are there? via @rygorous

https://fgiesen.wordpress.com/2016/08/25/how-many-x86-instructions-are-there/

Area of a triangle and its projections via @kenpex

http://www.johndcook.com/blog/2016/08/23/area-of-a-triangle-and-its-projections/

V Buffer - Deferred Lighting Re-Thought via @tuan_kuranes_rs

http://diaryofagraphicsprogrammer.blogspot.jp/2015/05/v-buffer-deferred-lighting-re-thought.html

[SH16C] Contra via @Shadertoy

Contra https://www.shadertoy.com/view/XltGDr

YEBIS for Unity via @unity_japan

YEBIS for Unity が登場 https://siliconstudio.github.io/YebisForUnityBeta/ README : https://github.com/SiliconStudio/YEBIS-plugins/blob/develop/Yebis4Unity.md

GDC Europe 2016 links

GDC

"Towards Cinematic Quality, Antialiasing in 'Quantum Break'" via @KostasAAA http://www.gdcvault.com/play/1023870/Towards-Cinematic-Quality-Antialiasing-in "Rendering Antialiased Shadows with Moment Shadow Mapping" via @KostasAAA http://www…

The Shape Of The Go Stone

http://gafferongames.com/virtual-go/the-shape-of-the-go-stone/ 碁の形を数式でプロシージャルに作る記事です. ( 元ネタは CEDEC2016 のプロシージャラル・シェーダの講演です. )

CEDEC 2016 について

今週は CEDEC 2016 に 3 日間 参加します. ( 出張じゃなくて, プライベートです. ) 「このブログをたまに読んでいる」 かつ「知り合い」の人に会うこともあるかと思いますが, そのときはどうぞよろしくお願いします. 最後に以前に「気になっているセッション…

Blue Rivers of Bioluminescent Shrimp Trickle Down Oceanside Rocks in Okayama, Japan via @Colossal

ART

http://www.thisiscolossal.com/2016/08/glowy-shrimp-japan/

VW Cars Compressed into Perfect Spheres and Cubes by Ichwan Noor via @Colossal

ART

http://www.thisiscolossal.com/2016/08/vw-cars-compressed-into-perfect-spheres-and-cubes-by-ichwan-noor/

IL2CPP OPTIMIZATIONS: AVOID BOXING via @tuan_kuranes_rs

https://blogs.unity3d.com/2016/08/11/il2cpp-optimizations-avoid-boxing/

Ditherlicious - 1 Bit Image Dithering via @tuan_kuranes_rs

https://29a.ch/2016/08/04/ditherlicious-1-bit-image-dithering

(Demoscene) Assembly 2016 via @tuan_kuranes_rs

http://www.geeks3d.com/20160812/demoscene-assembly-2016/

Smaze via @gloom303

Peering Through a Glass, Darkly at the Future of Real-Time Transparency, SIGGRAPH 2016 via @CasualEffects

Star Wars: Battlefront and the Art of Photogrammetry via @simonschreibt

SHADER ANIMATION IN UNCHARTED 4 via @tuan_kuranes_rs

http://www.gameanim.com/2016/08/13/shader-animation-uncharted-4/

Mixed Mode Fixes and Lighting window preview 1 - Try it! via @aras_p

http://forum.unity3d.com/threads/mixed-mode-fixes-and-lighting-window-preview-1-try-it.424991/

Understanding The Discrete Fourier Transform via @KostasAAA

http://blog.demofox.org/2016/08/11/understanding-the-discrete-fourier-transform/

Vulkan in 30 minutes via @kenpex

https://renderdoc.org/vulkan-in-30-minutes.html

Rendering a Game for HDR Display via @nvidiadeveloper

https://developer.nvidia.com/rendering-game-hdr-display

Icosahedron twist

Icosahedron twist via @tdhooper https://www.shadertoy.com/view/Mtc3RX

Realtime global illumination (part 2) via @rasmusbarr

GI

http://rasmusbarr.github.io/blog/realtimegi-pt2.html

Cataclysm: a FLIP Solver with GPU Particles via @GPUComputing

https://developer.nvidia.com/cataclysm-flip-solver-gpu-particles

HLSL Shader Model 6.0

https://msdn.microsoft.com/en-us/library/windows/desktop/mt733232(v=vs.85).aspx

readings on physically based rendering via @KostasAAA

PBR

https://interplayoflight.wordpress.com/2013/12/30/readings-on-physically-based-rendering/

Tech Analysis: No Man's Sky

http://www.eurogamer.net/articles/digitalfoundry-2016-no-mans-sky-tech-analysis 2016/08/14 : はてなダイアリーで Youtube 動画が掲載できない不具合が発生しているみたいなので(汗), 上の動画は正常に表示されないことがあります. ※ 8/12 はてなダイア…

Activision @ Siggraph 2016 via @kenpex

http://c0de517e.blogspot.jp/2016/08/activision-siggraph-2016.html