2016-09-25から1日間の記事一覧
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/