2017-06-17から1日間の記事一覧

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.