2017-05-01から1ヶ月間の記事一覧

Uncharted 4 General-Purpose Vertex Processing - Naughty Dog

"Technical Art of Uncharted 4" SIGGRAPH 2016 http://advances.realtimerendering.com/other/2016/naughty_dog/ "Technical Art Techniques of Naughty Dog: Vertex Shaders and Beyond" GDC2017 ( Memeber only ) http://www.gdcvault.com/search.php#&ca…

Next-Gen Cel Shading in Unity 5.6 via‏ @xDavidLeon

http://www.gamasutra.com/blogs/DavidLeon/20170519/298374/NextGen_Cel_Shading_in_Unity_56.php

Mapbox for Unity via @Mapbox

https://www.mapbox.com/unity/ article : https://www.mapbox.com/blog/mapbox-unity/

EGSR 2017 paper “Area-Preserving Parameterizations for Spherical Ellipses via @arnoldrenderer

CG

pdf : https://www.solidangle.com/research/egsr2017_spherical_ellipse.pdf

Practical Real-Time Strategies for Accurate Indirect Occlusion via @MittringMartin

pdf : http://iryoku.com/downloads/Practical-Realtime-Strategies-for-Accurate-Indirect-Occlusion.pdf article : https://research.activision.com/t5/Research-Papers/Practical-Real-Time-Strategies-for-Accurate-Indirect-Occlusion/ba-p/10002180

Tips & Tricks on Mastering VFX with Houdini via @EightyLevel

https://80.lv/articles/tips-tricks-on-mastering-vfx-with-houdini/

Beautifully Animate Points with WebGL and regl via @pbesh

http://peterbeshai.com/beautifully-animate-points-with-webgl-and-regl.html WebGL で大量の点を描画する記事です.

NVIDIA GVDB Voxels

https://developer.nvidia.com/gvdb NVIDIA GVDB Voxels is a new framework for simulation, compute and rendering of sparse voxels on the GPU. NVidia 社による GPU でスパースボクセルに対してシミュレーション・計算・描画のための仕組みです. 用途は…

Photorealistic Head | Training via @pixarsrenderman

CG

https://community.renderman.pixar.com/article/1956/photorealistic-head-training.html? videmo : https://vimeo.com/217251458

Understanding Clouds: Reference for Your 3D Work via @EightyLevel

ART

article : https://80.lv/articles/understanding-clouds-reference-for-your-3d-work/ vimeo https://vimeo.com/203291784 https://vimeo.com/201540372 雲の動画です.

NVIDIA Brings AI to Ray Tracing to Speed Graphics Workloads

https://blogs.nvidia.com/blog/2017/05/10/ai-for-ray-tracing/

Makin’ Moves: A Wild Animated Dance Short by Kouhei Nakama via @Colossal

CG

http://www.thisiscolossal.com/2017/05/makin-moves-a-wild-animated-dance-short-by-kouhei-nakama/ vimeo : https://vimeo.com/218597363

Light Barrier: A Dizzying Array of Projectors and Mirrors Creates Volumetric Drawings in Midairb via @Colossal

ART

article : http://www.thisiscolossal.com/2017/05/light-barrier-kimchi-and-chips/ vimeo : https://vimeo.com/218354021 プロジェクタで空間上に絵を書く例です.

DOF Tweak 05 via @ShaderToy

DOF Tweak 05 https://www.shadertoy.com/view/Md23z1

Testing Draco compression (~1.5M triangles at ~2.3 MB) via @alteredq

http://alteredqualia.com/xg/examples/hannibal_draco.html

第6回VFX技術者交流会 in 京都 - GDC情報編 -

https://atnd.org/events/87750 スライド GDC17 VFX Bootcamp参加報告 by Makoto Goto https://www.slideshare.net/MakotoGoto1/gdc17-vfx-bootcamp-73298922 GDC2017に関する報告 by Fadis https://speakerdeck.com/fadis/gdc2017niguan-surubao-gao 感想 …

Anamorphic bloom with Unreal Engine 4 via @tuan_kuranes_rs

http://www.froyok.fr/blog/2017-05-anamorphique-bloom-with-unreal-engine-4 UE4 でのアナモフィック ブルームの記事です.

Thumper

Thumper (video game) - Wikipedia Developer : https://thumpergame.com/about/ 開発者は 2 人で, ゲームエンジンは未使用ですが Alpha 版で 7 年ほど開発したらしいです.

FarCry5 Trailer

FarCry5 のトレイラーです.

Some links of diffuse reflection

(A) ENERGY CONSERVATION IN GAMES http://www.rorydriscoll.com/2009/01/25/energy-conservation-in-games/ (B) Lambert's cosine law : Details of equal brightness effect https://en.wikipedia.org/wiki/Lambert%27s_cosine_law (C) Diffuse reflection…

Quadrilateral Interpolation, Part 2

http://reedbeta.com/blog/quadrilateral-interpolation-part-2/ 長方形向けのテクスチャの UV の計算方法についてです.

Timelapse Video Captures Rare Full Cloud Inversion Inside the Grand Canyon via @Colossal

http://www.thisiscolossal.com/2017/05/timelapse-video-captures-rare-full-cloud-conversion-inside-the-grand-canyon/ vimeo : https://vimeo.com/217407298 グランドキャニオンのタイムラプスの動画です.

Illumination via @MittringMartin

CG

https://www.slideshare.net/ShabinaYasmin/i-llumination ライティングに関するスライドです.

A Cheat Sheet on Volumetric Fog in UE4

Documents : https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/VolumetricFog/index.html https://80.lv/articles/a-cheat-sheet-on-volumetric-fog-in-ue4/ UE4 のボリューメトリックフォグの記事です.

the First Opus visual via @sinjin_hawke

https://fractalfantasy.net/#/21/first_opus WebGL のデモです.

Procedural animated noise based on the divergence of the gradient of a simplex based fbm noise via @stormoid

https://www.shadertoy.com/view/MtKSWW

Tips on Open World Environments Building via @EightyLevel

ART

https://80.lv/articles/tips-on-open-world-environments-building/ オープンワールドの環境アートの記事です.

GPU Zen is out via @wolfgangengel

Amazon.com : https://www.amazon.com/dp/B0711SD1DW Amazon.jp : https://www.amazon.co.jp/dp/B0711SD1DW/ github : https://github.com/wolfgangfengel/GPUZen 洋書 "GPU Zen" が発売されました.

Animation Details in Character Movements via @EightyLevel

https://80.lv/articles/animation-details-in-character-movements/ vimeo : https://vimeo.com/212880663 Horizon Zero Dawn のキャラクターのアニメーションの動画です.

PBR Theory via ‏ @daniel_collin

PBR

https://learnopengl.com/#!PBR/Theory PBR の理論に関する記事です