2016-09-01から1ヶ月間の記事一覧
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…
http://blog.demofox.org/2016/09/21/path-tracing-getting-started-with-diffuse-and-emissive/
http://munsell.com/color-blog/difference-chroma-saturation/
http://www.slideshare.net/IntelSoftware/masked-software-occlusion-culling
https://whatmakesyouthinkimnot.wordpress.com/2009/08/21/foliage-rendering-in-pure/
http://bkcore.com/blog/3d/guardians-of-atlas-rendering-frame-breakdown.html
We are getting close to only 2/3 or OpenGL ES 3+ devices! 10 years of GPU memory bandwidth
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…
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…
https://community.eidosmontreal.com/blogs/hitman-ocean-tech
https://blogs.unity3d.com/jp/2016/09/22/daydream-technical-preview-available-now/
http://aras-p.info/blog/2016/09/13/Shader-Compression-Some-Data/
http://bisqwit.iki.fi/story/howto/dither/jy/
http://hacksoflife.blogspot.jp/2016/09/you-can-never-have-custom-z-buffer.html
http://momentsingraphics.de/?p=105
http://c0de517e.blogspot.jp/2016/09/tone-mapping-local-adaption.html
https://knarkowicz.wordpress.com/2016/08/31/hdr-display-first-steps/
http://files.spectracal.com/Documents/White%20Papers/HDR_Demystified.pdf
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…
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…
http://rtgfx.com/pbr-texture-scanner/
http://reset-game.net/?p=752
http://computergraphics.stackexchange.com/questions/3955/physically-based-shading-ambient-indirect-lighting/3959#3959
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
http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/
[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
https://blogs.unity3d.com/2016/08/31/adam-animation-for-the-real-time-short-film/
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/
http://c0de517e.blogspot.jp/2016/08/a-retrospective-on-call-of-duty.html