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Computational Stippling: Can Machines Do as Well as Humans?

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http://blog.wolfram.com/2016/05/06/computational-stippling-can-machines-do-as-well-as-humans/

The astonishingly real virtual baby that laughs, cries -- and learns via @MittringMartin

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Seven Things for April 6, 2016 via @pointinpolygon

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http://www.realtimerendering.com/blog/seven-things-for-april-6-2016/

Planet Rendeing : Recursive Level of Detail, With Code via @tuan_kuranes_rs

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http://voxels.blogspot.jp/2016/04/planet-rendeing-recursive-level-of.html github : https://github.com/sp4cerat/Planet-LOD

Everything Old is New Again! via @KostasAAA

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http://deadvoxels.blogspot.jp/2016/03/everything-old-is-new-again.html

Preparing for Real HDR via @KostasAAA

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https://developer.nvidia.com/preparing-real-hdr

How OpenGL works: software renderer in 500 lines of code via @ahcox

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https://github.com/ssloy/tinyrenderer/wiki

octree-based 3D Bézier curve subdivision via @RavenKwok

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http://openprocessing.org/sketch/256649

Game Graphics of Street Fighter 5 at CG world 2016/4 Vol.202

http://cgworld.jp/magazine/cgw212.html 今月号の CG World では ストリートファイター 5 のグラフィックスの話が掲載されていましたので, Amazon で購入しました. 下の画像は公式ページ上の画像をリンクしたものです.

Virtual Femto Photography #1

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article : https://benedikt-bitterli.me/femto.html

The Most Important Object In Computer Graphics History Is This Teapot via @craigmod

article : http://nautil.us/blog/the-most-important-object-in-computer-graphics-history-is-this-teapot ユタのティーポットの記事

A Phenomenological Scattering Model for Order-Independent Transparency

http://graphics.cs.williams.edu/papers/TransparencyI3D16/

The Transvoxel Algorithm

http://transvoxel.org/

Two Minute Papers - Artistic Manipulation of Caustics

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"Storing vertex data: To interleave or not?"

https://anteru.net/2016/02/14/3119/

Two Minute Papers - Biophysical Skin Aging Simulations

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Making of "The Chemical Brothers - Wide Open ft. Beck"

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Wide Open というミュージックビデオのメイキング article : https://www.fxguide.com/featured/so-just-how-was-that-chemical-brothers-video-made/

Two Minute Papers

"Sequential Monte Carlo Instant Radiosity"

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http://visual.cs.ucl.ac.uk/pubs/smcir/

"Antialiasing Complex Global Illumination E ffects in Path-space"

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https://hal.inria.fr/hal-01200710v1/document

par_shapes.h: single-file C library for creating parametric surfaces, polyhedra, L-systems

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http://github.prideout.net/shapes/

Lommel-Seeliger diffuse model

article : http://www.shlyaev.com/rnd/37-cpp-category/60-diffuseshaders Arnold API Reference : https://trac.solidangle.com/arnoldpedia/chrome/site/Arnold-4.0.14.0/doc/api/group__ai__shader__brdf.html#ga57496c0b8e0e8efff54ed2f233c0d241 // Qu…

Simul TrueSky

雲をプロシージャルに作るミドルウェア official : http://simul.co/truesky/

Relief Shading for Maps ( 陰影起伏図. 地図の NPR 表現 )

http://www.reliefshading.com/ http://www.shadedrelief.com/

Image Dithering: Eleven Algorithms and Source Code (ディザリングのアルゴリズム・ソースコード)

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http://www.tannerhelland.com/4660/dithering-eleven-algorithms-source-code/

"The tech of the art of The Peanuts Movie" ( スヌーピーの映画のアート技術 )

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http://www.fxguide.com/featured/the-tech-of-the-art-of-the-peanuts-movie/

A WebGL-based light transport simulator

https://benedikt-bitterli.me/tantalum/tantalum.html

WebGL BRDF Explorer

http://patapom.com/topics/WebGL/BRDF/

Simple memo of SH basis

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Reference : Stupid SH http://www.ppsloan.org/publications/StupidSH36.pdf

Multiple-Scattering Microfacet BSDFs with the Smith Model

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https://eheitzresearch.wordpress.com/240-2/