BLOG

New Tech Unlocked: Adaptive Volumetric Meshes

http://blog.duangle.com/2014/03/new-tech-unlocked-adaptive-volumetric.html?m=1

"Deferred Texturing"

http://www.reedbeta.com/blog/2014/03/25/deferred-texturing/

Game Telemetry with DNA Tracking on Assassin's Creed

http://www.gamasutra.com/blogs/JonathanDankoff/20140320/213624/Game_Telemetry_with_DNA_Tracking_on_Assassins_Creed.php

About PBR by Guillaume Saby

http://www.oldnorsegames.com/guillaumesaby/blog/2014/03/18/PBR.html

Offline Compressed Shadow Maps

http://johnwhite3d.blogspot.ca/

How to be a sane programmer

http://www.nicholascloud.com/2014/03/how-to-be-a-sane-programmer/

The Problem With Photorealism @ Erik McClure

http://blackhole12.blogspot.com.tr/2014/03/the-problem-with-photorealism.html

On Vector Math Libraries @ Nathan Reed

http://www.reedbeta.com/blog/2013/12/28/on-vector-math-libraries/

Silent Technical Privilege

http://www.slate.com/articles/technology/technology/2014/01/programmer_privilege_as_an_asian_male_computer_science_major_everyone_gave.html

Tech Feature : SSAO and Temporal Blur @ Frictional Games

Tech Feature : SSAO and Temporal Blur @ Frictional Games http://frictionalgames.blogspot.jp/2014/01/tech-feature-ssao-and-temporal-blur.html

Combining ray tracing and polygons

http://blog.hvidtfeldts.net/index.php/2014/01/combining-ray-tracing-and-polygons/

Lock-Free Data Structures

http://www.drdobbs.com/lock-free-data-structures/184401865

About thread-local-storage on Windows @ Nynaeve

About thread-local-storage on Windows @ Nynaeve http://www.nynaeve.net/?p=190

Speaking at GDC 2014 @ Aras Pranckevičius 's Blog

Speaking at GDC 2014 @ Aras Pranckevičius 's Blog http://aras-p.info/blog/2014/03/13/speaking-at-i3d-and-gdc-2014/ Memo in Japanese Unity のグラウィックスプログラマである Aras Pranckevičius さんの GDC2014 の講演スケジュールです.

Tree shadow trick in Tomb Raider @ kosmonautblog

Reference : Tomb Raider static shadows trick @ kosmonautblog http://kosmonautblog.wordpress.com/2014/03/04/tomb-raider-static-shadows-trick/ Memo in Japanese Tomb Raider での「風で揺れる木の影」に関する手法です. 記事によると, Tomb Raider …

Some articles by Aras Pranckevičius @ Unity

Theory for Forward Rendering http://aras-p.info/blog/2012/03/02/2012-theory-for-forward-rendering/ Tiled Forward Shading Links http://aras-p.info/blog/2012/03/27/tiled-forward-shading-links/ Rough Sorting by Depth http://aras-p.info/blog/2…

"Game art tricks"

http://simonschreibt.de/game-art-tricks/ Memo in japanese ゲームで使われているグラフィックステクニックの解説記事が沢山あります.

"Physically Based Specular for Artists" by John Hable

http://www.filmicworlds.com/2014/02/24/physically-based-specular-for-artists/ Memo in Japanese John Hable 氏によるデザイナーさん向けの物理ベースなスペキュラシェーディングに関する説明です.

"Tiled Light Culling" at Graphics Rants

http://graphicrants.blogspot.jp/2012/04/tiled-light-culling.html Memo in Japanese Epic Games の Brian Karis さんによるタイルド・ライトカリングの記事です.

Demo videos by Matt Swoboda who worked at SCEE

http://directtovideo.wordpress.com/demos/ 説明 (In Japanese) 元 SCEE の Matt Swoboda(マット・スヴォボダ)さんのデモの動画集です. また, ブログ記事のリアルタイムレイトレーシングの記事1、記事2 について以前に見つけていたのですが, ちょっと詳しく…

Blog by Bart Wronski at Ubisoft Montreal Studio

"Blog by Bart Wronski at Ubisoft Montreal Studio" 説明 (In Japanese ) Ubisoft Montreal Studio で働くグラフィクスプログラマの Bart Wronski さんのブログです. 今年の 1 月からブログを始めたらしいので記事の数が少ないですが, 内容的に面白いものが…

Some links of DirectXMath

MSDN DirectXMath Programming Guide (English) http://msdn.microsoft.com/en-us/library/windows/desktop/ee415571(v=vs.85).aspx MSDN DirectXMath Programming Reference (English) http://msdn.microsoft.com/en-us/library/windows/desktop/ee415574(v…

List of realtime rendering blogs

"Real-time Rendering Blogs" by Kyle Hayward http://svenandersson.se/2014/realtime-rendering-blogs.html

"Readings on physically based rendering" by Kostas Anagnostou

(In Japanese) 物理ベースレンダリングに関するリンク集です. おすすめです. http://interplayoflight.wordpress.com/2013/12/30/readings-on-physically-based-rendering/