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How to destroy Programmer Productivity (プログラマの生産性を下げるには ?)

http://georgestocker.com/2014/04/15/how-to-destroy-programmer-productivity/

学生時代の師匠の名言

概要 大学生時代のときの, 自分のプログラミングの師匠( O 先生 )の名言をメモっておきます. 新しい分野に取り組むときは, 自分が得意な分野とうまく組み合わせる 既に 1 つの分野に得意になって詳しくなった後に, 新しい分野に挑戦するのは勇気がいります. …

なぜ流行に敏感な人たちは誰もが同じような格好をしているのか、を数学者が解明

http://gigazine.net/news/20141117-mathematician-hipster/

You Can Play Video Games

http://casual-effects.blogspot.jp/2014/11/you-can-play-video-games.html

Some interesting articles in Japanese

日本映画の映像はなぜ汚いか? [映画技術] http://filmmania.blog.so-net.ne.jp/2009-07-12 サンフランシスコで就活しました http://d.hatena.ne.jp/IDA-10/20140904/1409814533

"A Game Artist’s Guide Back to Creativity"

http://gametextures.com/blog/2014/07/09/a-game-artists-guide-to-xen/?utm_content=buffer8ed71&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer Japanese memo ゲームアーティストによる自己啓発の記事. "早起きして, 自分の好きなことや…

Levels of Excellence

http://johncarlosbaez.wordpress.com/2013/09/29/levels-of-excellence/

"Building Better Documentation"

http://blogs.unity3d.com/2014/07/01/building-better-documentation/

"Your job is not to Code"

http://www.andresosinski.com/you-job-is-not-to-code.html

"Your brain is over the hill by age 24"

http://www.washingtonpost.com/blogs/wonkblog/wp/2014/04/16/your-brain-is-over-the-hill-by-age-24/

Minimal x86-64 Elf Header For Dynamic Loading

http://timothylottes.blogspot.jp/2014/04/minimal-x86-64-elf-header-for-dynamic.html

A SAMPLING OF SHADOW TECHNIQUES @ Danzer Zone

http://mynameismjp.wordpress.com/2013/09/10/shadow-maps/

You Don't Read Code, You Explore It

http://prog21.dadgum.com/194.html

Why use WebGL for Graphics Research?

http://www.realtimerendering.com/blog/why-use-webgl-for-graphics-research/ Memo in Japanese 何故, 研究のデモ用に WebGL を使うか? のブログ記事です.

Why GL's ARB_Bindless_Texture is Awesome

http://timothylottes.blogspot.jp/2014/04/why-gls-arbbindlesstexture-is-awesome.html

C#/.NET GRAPHICS FRAMEWORK @ BART WRONSKI's Blog

http://bartwronski.com/2014/04/10/c-net-graphics-framework/

An open letter to brogrammers

http://tacit.livejournal.com/588807.html

Cubic-Bezier demo

http://cubic-bezier.com/#0,.53,.9,.46

"How to make a rendering engine" by @kenpex

http://c0de517e.blogspot.ca/2014/04/how-to-make-rendering-engine.html Memo in Japanese Activision のグラフィックスプログラマ @ kenpex さんによるレンダリングエンジンの作り方のブログ記事です.

"BOKEH DEPTH OF FIELD – GOING INSANE! PART 1"

http://bartwronski.com/2014/04/07/bokeh-depth-of-field-going-insane-part-1/ Memo in Japanese Ubisoft Montreal のグラフィックスプログラマ Bart Wronski さんによる ボケ DOF のブログ記事です.

"Realistic FoV in HMDs"

http://renderingpipeline.com/2014/04/realistic-fov-in-hmds/

"GPU profiling in Visual Studio 2013 Update 2"

http://blogs.msdn.com/b/shawnhar/archive/2014/04/05/gpu-profiling-in-visual-studio-2013-update-2.aspx

"Visuals in Some Great Games"

http://aras-p.info/blog/2014/04/05/visuals-in-some-great-games/

The Eight-Hour Burn

http://chadfowler.com/passionate-programmer/burn.html

Zero Initialisation for Classes @ AltDevBlog

http://www.altdevblogaday.com/2014/03/31/zero-initialisation-for-classes/

AMD’s Jaguar Microarchitecture

http://www.realworldtech.com/jaguar/

"Epic Games' Sweeney on the future of Unreal, VR and democratic game development"

http://www.polygon.com/2014/4/1/5568378/epic-games-ceo-tim-sweeney-unreal-engine-vr-oculus-rift

"NVIDIA GPU Tech Conference: Report 2" @ fxguide

http://www.fxguide.com/quicktakes/nvidia-gpu-tech-conference-report-2/

UE4 available to all @ Graphics Rants

http://graphicrants.blogspot.jp/2014/03/ue4-available-to-all.html

Spotify Enginerring Culture (Part1)

http://blog.crisp.se/2014/03/27/henrikkniberg/spotify-engineering-culture-part-1