2017-05-03から1日間の記事一覧

TRIPLE PRODUCT INTEGRALS via @thefranke

http://blog.tobias-franke.eu/2017/04/19/triple-products.html

Painting 3D Flowmaps in VR in UE4 via @ShaderBits

VR

Realtime global illumination via @copypastepixel

GI

http://copypastepixel.blogspot.jp/2017/04/real-time-global-illumination.html

Greek Temple via @iquilezles

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

Hexagonal Bokeh Blur Revisited via @ZigguratVertigo

https://colinbarrebrisebois.com/2017/04/18/hexagonal-bokeh-blur-revisited/ 6 角形のボケに関する記事です.

Procedural Technology in Ghost Recon: Wildlands via @EightyLevel

https://80.lv/articles/procedural-technology-in-ghost-recon-wildlands/ https://80.lv/articles/procedural-world-building-in-ghost-recon-wildlands/ ゴースト・レコン ワイルドランドのプロシージャル技術に関する記事です. GPU Sculpting QuadTree V…

The Rendering of Below via @KostasAAA

GDC2017 でのBelow のレンダリングに関する動画です. Noise : Wang hash Point light shadow optimizations : geometry shader,1 draw call Skewing Method

Horizon Zero Dawn - Animation Reel via @richard_oud

vimeo : https://vimeo.com/215179034 Horizon Zero Dawn のアニメーションに関する記事です.

Horizon Zero Dawn

GDC

GPU-BASED PROCEDURAL PLACEMENT IN HORIZON ZERO DAWN https://www.guerrilla-games.com/read/gpu-based-procedural-placement-in-horizon-zero-dawn CREATING A TOOLS PIPELINE FOR HORIZON ZERO DAWN https://www.guerrilla-games.com/read/creating-a-to…

"Signed Distance Field Rendering" Part 1. via @kosmonautgames

https://kosmonautblog.wordpress.com/2017/05/01/signed-distance-field-rendering-journey-pt-1/ Signed ディスタンスフィールドに関する記事です.

Reflection methods in the Samaritan Demo via @EpicShaders

http://www.epicshaders.com/reflection-methods-in-the-samaritan-demo/ Samaritan デモのリフレクションに関する記事です.