2016-09-25から1日間の記事一覧

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/