2017-06-01から1ヶ月間の記事一覧

GitHub for Unity is now open source via @github

article : https://github.com/blog/2385-github-for-unity-is-now-open-source github : https://github.com/github-for-unity/Unity Unity 向けの github のプラグインです.

VAO++: Practical Volumetric Ambient Occlusion for Games via @tuan_kuranes

AO

https://projectwilberforce.github.io/vaopaper/ paper : https://projectwilberforce.github.io/vaopaper/VAOPlusPlus.pdf demo : https://projectwilberforce.github.io/vaodemo/

Building Shaders in Unity 5 via @EightyLevel

https://80.lv/articles/building-shaders-in-unity-5/ Unity 上で雪や氷のシェーダに関する記事です.

Improved IBL via @tuan_kuranes

PBR

http://xlgames-inc.github.io/posts/improvedibl/ IBL の改善に関する記事です.

The Stylized Water of Flotsam via @simonschreibt

https://madewith.unity.com/en/stories/the-stylized-water-of-flotsam スタイライズドな水面の表現に関する記事です.

Comparison of Post-Processing: Unity vs. Unreal via @EightyLevel

article : https://80.lv/articles/comparison-of-post-processing-unity-vs-unreal/ Unity と UE4 のポストエフェクトの動画です.

HLSL to ISPC via @ZigguratVertigo

https://colinbarrebrisebois.com/2017/06/27/hlsl-to-ispc/

Destruction Simulation: Tips and Tricks via @EightyLevel

https://80.lv/articles/destruction-simulation-tips-and-tricks/ Houdini での破壊シミュレーションに関する記事です. Newtonian Interactions in Houdini via @EightyLevel https://80.lv/articles/newtonian-interactions-in-houdini/ vimeo : https://8…

Iridescent Light Simulations | Two Minute Papers #165 via @karoly_zsolnai

CG

玉虫色のシェーディングに関する動画です.

Automotive Materials via @GTMF2017 UE4 session

https://www.unrealengine.com/marketplace/automotive-material-pack UE4 での自動車向けのマテリアルのパックです.

1€ Filter via @GTMF2017 UE4 session

http://cristal.univ-lille.fr/~casiez/1euro/InteractiveDemo/ Demo : http://cristal.univ-lille.fr/~casiez/1euro/InteractiveDemo/

A Survey of Efficient Representations for Independent Unit Vectors via @knarkowicz

http://jcgt.org/published/0003/02/01/ C++ and GLSL code : http://jcgt.org/published/0003/02/01/supplemental.zip 単位ベクトルのエンコード・デコードに関する調査結果です.

Airborn – Trees

https://simonschreibt.de/gat/airborn-trees/ Foliage Polycount : http://wiki.polycount.com/wiki/Foliage Vertex Normal : http://wiki.polycount.com/wiki/VertexNormal 頂点の法線を加工して, スタイライズドな木のシェーディングをする方法についてで…

Unreal Engine - Image-Based (FFT) Convolution for Bloom via @MittringMartin

UE4 のイメージベースなブルームの解説の動画です. FFT の畳み込みを利用しているみたいです. Volumetric Fog | Feature Highlight | Unreal Engine UE4 のボリューメトリックフォグの解説の動画です. Paragon Feature Examples: Foliage & Parallax Occlusi…

Terrain Rendering in games - Basic via @kosmonautgames

https://kosmonautblog.wordpress.com/2017/06/04/terrain-rendering-overview-and-tricks/ Unity でのテライン描画の解説記事です.

Moebius Ants

Moebius Ants via @Shadertoy https://www.shadertoy.com/view/XssczX

Screen Space Glossy Reflections Demo Available

http://roar11.com/2015/12/screen-space-glossy-reflections-demo-available/ download : http://roar11.com/assets/demos/RedBudDemox64Release.zip SSR のデモです. 画面左右や上端で切れる像のフェード周りの見た目がいまいちだけど, 何か参考になること…

When Random Numbers Are Too Random: Low Discrepancy Sequences via @Atrix256

https://blog.demofox.org/2017/05/29/when-random-numbers-are-too-random-low-discrepancy-sequences/

Tips on Creating Ocean with World Machine via @EightyLevel

https://80.lv/articles/tips-on-creating-ocean-with-world-machine/

"Physics Forests: Real-time Fluid Simulation using Machine Learning"

http://www.physicsforests.com/

V-Ray for Unreal under development via @kenpex

http://cgpress.org/archives/v-ray-for-unreal-under-development.html CGarchitect.com : https://www.facebook.com/cgarchitect/posts/1078559248912450 V-Ray for UE4 が開発中?という話です.

NVidia PCSS in Unity via @willgoldstone

https://github.com/TheMasonX/UnityPCSS NVidia の PCSS の Unity 版のデモです.

"Practical Realtime Strategies for Accurate Indirect Occlusion" Jorge Jimenez1 Xian-Chun Wu1 Angelo Pesce1 Adrian Jarabo2

http://iryoku.com/downloads/Practical-Realtime-Strategies-for-Accurate-Indirect-Occlusion.pdf

Wise words from @iquilezles via @displayhack

Inigo Quilez さんによるデモに対するコメントです.

PhysicallyBasedLensFlare via greje656

PBR

github : https://github.com/greje656/PhysicallyBasedLensFlare/ vimeo : https://vimeo.com/220473000 レンズフレアのデモです.

"Ambient Dice" by Michał Iwanicki, Peter-Pike Sloan EGSR 2017 via @TimothyLottes

http://miciwan.com/EGSR2017/AmbientDice.pdf

Summoner’s Rift Water fall Break down via @simonschreibt

VFX

https://realtimevfx.com/t/summoners-rift-water-fall-break-down/1775 滝の作成方法です.

Virtual Femto Photography via @tunabrain

PBR

https://benedikt-bitterli.me/femto.html 光がレンズを通るシミュレーションです.

Arnold blog via @redqueenrender

STANDARD_SURFACEのSSS https://arnoldnihon.wordpress.com/2017/06/09/standard_surface%E3%81%AEsss/ 単位のはなし – 「長さ」と「明るさ」 https://arnoldnihon.wordpress.com/2017/06/13/%E5%8D%98%E4%BD%8D%E3%81%AE%E3%81%AF%E3%81%AA%E3%81%97-%E3%80…

ingame-photography of RiMEGame via @simonschreibt

ART

http://deadendthrills.com/gallery/?gid=157 ゲーム Rime のインゲームのスクリーンショットです.