2016-09-01から1ヶ月間の記事一覧

SIGGRAPH 2016 で特に良かったグラフィックスの資料

SIGGRAPH2016 の PBS と Advanced Realtime Rendering の資料を少しずつ読み進めています. 現段階で読んだ資料中で, 見た目のクオリティも高くて参考になりそうな技術が特に詰め込まれているなぁ, と思ったのは下の 2 つの資料です. [資料0] Technical Art o…

Path Tracing – Getting Started With Diffuse and Emissive via @Atrix256

http://blog.demofox.org/2016/09/21/path-tracing-getting-started-with-diffuse-and-emissive/

The Difference Between Chroma and Saturation via @zalbard

CG

http://munsell.com/color-blog/difference-chroma-saturation/

Masked Software Occlusion Culling by IntelSoftware via @PeterLiou1

http://www.slideshare.net/IntelSoftware/masked-software-occlusion-culling

Foliage Rendering in Pure via @SebLagarde

https://whatmakesyouthinkimnot.wordpress.com/2009/08/21/foliage-rendering-in-pure/

Guardians of Atlas - Rendering and Frame Breakdown via @tuan_kuranes_rs

http://bkcore.com/blog/3d/guardians-of-atlas-rendering-frame-breakdown.html

GPU graphs via @g_truc (https://twitter.com/g_truc)

We are getting close to only 2/3 or OpenGL ES 3+ devices! 10 years of GPU memory bandwidth

ConeSphereOcclusionLUT via @knarkowicz

https://github.com/knarkowicz/ConeSphereOcclusionLUT ConeSphereOcclusionLUT generates a cone sphere occlusion LUT to be used with TLoU style capsule AO shadows. For details see page 26 of "Lighting Technology Of "The Last Of Us"" talk by M…

Catmull-Rom texture filtering

An HLSL function for sampling a 2D texture with Catmull-Rom filtering, using 9 texture samples instead of 16 via @MyNameIsMJP https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1 Catmull-Rom texture filtering via @pixelmager…

Hitman Ocean Technology via @EidosMontreal

https://community.eidosmontreal.com/blogs/hitman-ocean-tech

DAYDREAM TECHNICAL PREVIEW AVAILABLE NOW via @unity_japan

https://blogs.unity3d.com/jp/2016/09/22/daydream-technical-preview-available-now/

Shader Compression: Some Data via @tuan_kuranes_rs

http://aras-p.info/blog/2016/09/13/Shader-Compression-Some-Data/

Joel Yliluoma's arbitrary-palette positional dithering algorithm via @kenpex

CG

http://bisqwit.iki.fi/story/howto/dither/jy/

You Can Never Have a Custom Z Buffer Distribution and Early Z at the Same Time via @tuan_kuranes_rs

http://hacksoflife.blogspot.jp/2016/09/you-can-never-have-custom-z-buffer.html

How to solve a cubic equation, revisited via @MomentsInCG

http://momentsingraphics.de/?p=105

Tone mapping & local adaption via @renderwonk

http://c0de517e.blogspot.jp/2016/09/tone-mapping-local-adaption.html

HDR Display &; First Steps via @kenpex

https://knarkowicz.wordpress.com/2016/08/31/hdr-display-first-steps/

"HDR Demystified EMERGING UHDTV SYSTEMS By Tom Schulte, with Joel Barsotti" via @fatlimey

CG

http://files.spectracal.com/Documents/White%20Papers/HDR_Demystified.pdf

Uncharted 4 General-Purpose Vertex Processing - Naughty Dog via @moko_03_25

Links of "Depth to World pos" in Unity shaders

About デプスをワールド座標に変換しているシェーダの例です. Links Cinematics Image Effects : SSR カメラ用スクリプト, OnPreRender() 内でレンダーコマンドバッファを積む Asset Store : https://www.assetstore.unity3d.com/jp/#!/content/51515 BitBuc…

フレネル反射率に関するメモ (SIGGRAPH 2016)

この記事について SIGGRAPH 2016 の "Recent Advances in Physically Based Shading (Naty Hoffman)"の発表の一部です. フレネル反射率の計算(実線), フレネル反射率のシュリック近似(点線)によるずれの可視化 MERL データベースでの BRDF の測定結果から一…

Building a Portable PBR Texture Scanner via @JarkkoPFC

ART

http://rtgfx.com/pbr-texture-scanner/

In Praxis… Atmosphere Revisited via @kenpex

CG

http://reset-game.net/?p=752

Physically based shading - ambient/indirect lighting via @Reedbeta

PBR

http://computergraphics.stackexchange.com/questions/3955/physically-based-shading-ambient-indirect-lighting/3959#3959

4k Gameplay videos

Horizon Zero Dawn - Gameplay Trailer | PS4 Pro 4K FOR HONOR PS4 PRO 4K New Gameplay Footage RISE OF THE TOMB RAIDER 4K Gameplay (PS4 Pro) MASS EFFECT™: ANDROMEDA Official 4K Tech Video via @YanickRRoy

DOOM (2016) - Graphics Study via @ado_tan

http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/

Resident Evil VII: Photogrammerty via @8Infinite8

[GAME_GFX][UNREAL_ENGINE] Densha de Go! uses Unreal Engine 4 電車で GO, UE4とGeForce GTX 1080を利用 記事 : http://business.nikkeibp.co.jp/atcl/report/16/030800018/082200143/?rt=nocnt

ADAM – ANIMATION FOR THE REAL-TIME SHORT FILM via @fourheadedcat

https://blogs.unity3d.com/2016/08/31/adam-animation-for-the-real-time-short-film/

Unity 5.5 beta via @unity_japan

GET THE UNITY 5.5 BETA NOW https://blogs.unity3d.com/2016/08/30/get-the-unity-5-5-beta-now/ Preview of some Unity 5.5 features http://forum.unity3d.com/threads/preview-of-some-5-5-features.427162/

A retrospective on Call of Duty rendering via @kenpex

http://c0de517e.blogspot.jp/2016/08/a-retrospective-on-call-of-duty.html