GDC
http://www.klemenlozar.com/frame-blending-with-motion-vectors/ モーションベクターを使った炎のブレンド 8x8 コマのフリップブックで, 30 秒のスローモーション動画. 1 秒あたり 2.13 コマ. ( 8 * 8 / 30.0 = 2.13 ) Related Links "Motion Vectors (for…
article : https://www.allegorithmic.com/blog/texturing-uncharted-4-gdc-video-sessions-part-2
Authoring Performance in the Seastack Bay Showcase http://www.geomerics.com/blogs/authoring-performance-in-the-seastack-bay-showcase/ Next-Level 2D Lighting http://gamasutra.com/blogs/DiedeApers/20160418/270520/NextLevel_2D_Lighting.php Ob…
"Advanced VR Rendering Performance" via @AlexVlachos pdf : http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_Performance_GDC2016.pdf video : http://www.gdcvault.com/play/1023522/Advanced-VR-Rendering "Mixed Resolution Ren…
"Rendering Hitman with DirectX12" via @morfar slides : https://drive.google.com/file/d/0B3USS2EfBt-tSk9TQ0dSSXR1R2M/view Behind the Scenes of Cinematic Dialogues in 'The Witcher 3: Wild Hunt' via @Tomsinek slides : http://www.gdcvault.com/…
ray tracing and high-end graphics on mobile http://blog.imgtec.com/powervr/gdc-2016-ray-tracing-graphics-mobile A look at the PowerVR graphics architecture: Deferred rendering http://blog.imgtec.com/powervr/the-dr-in-tbdr-deferred-renderin…
Digital Humans by Epic Games via @BrianKaris https://cdn2.unrealengine.com/Resources/files/GDC2016_Senua-824839771.pptx Photogrammetry and Star Wars Battlefront http://www.frostbite.com/2016/03/photogrammetry-and-star-wars-battlefront/ Lig…
NVidia Vulkan https://developer.nvidia.com/vulkan Imagination announces latest PowerVR® Graphics SDK including full support for new Vulkan™ API https://imgtec.com/news/press-release/imagination-announces-latest-powervr-graphics-sdk-includi…
Optimizing the Graphics Pipeline with Compute by FrostBite http://www.frostbite.com/2016/03/optimizing-the-graphics-pipeline-with-compute/ pptx : http://www.wihlidal.ca/Presentations/GDC_2016_Compute.pptx pdf : http://www.wihlidal.ca/Prese…
GDC 2016: A GLIMPSE AT THE REAL-TIME FUTURE https://www.unrealengine.com/blog/gdc-2016-a-glimpse-at-the-real-time-future
github : https://github.com/playdeadgames/temporal pdf : https://github.com/playdeadgames/temporal/blob/master/GDC2016_Temporal_Reprojection_AA_INSIDE.pdf article : http://www.gamasutra.com/view/news/268722/Limbo_dev_opensources_its_Unity_…
http://wili.cc/research/northlight_dx12/ slide : http://wili.cc/research/northlight_dx12/GDC16_Timonen_Northlight_DX12.pptx
https://knarkowicz.wordpress.com/2016/03/21/gdc-2016-presentations/ GDC2016 の資料へのリンク集です.
GDC2016 での 「Uncharted 4 での Substance の利用」に関する講演のメモと写真です. http://www.dualshockers.com/2016/03/16/amazing-uncharted-4-pictures-show-environments-and-more-naughty-dog-talks-texture-design-at-gdc/
article : http://www.polygon.com/2016/3/16/11246564/hellblade-senuas-sacrifice-trailer-motion-capture-demo
article : http://www.geomerics.com/blogs/making-light-work-of-dynamic-large-worlds/ article2 : http://www.geomerics.com/blogs/new-features-now-shipping-in-enlighten-3-04/ pdf (スライドを追加) : http://www.geomerics.com/wp-content/uploads/2…
GDC2016 で気になっているセッション情報を更新しました. Interesting sessions in GDC2016 - OLD hanecci’s blog : 旧 はねっちブログ
https://www.allegorithmic.com/blog/texturing-uncharted-4-matter-substance GDC2016 で, Uncharted 4 での Substance でのテクスチャ作成の講演があります.
Game graphics "Global Illumination in Tom Clancy's The Division" Ubisoft Massive http://schedule.gdconf.com/session/global-illumination-in-tom-clancys-the-division "Photogrammetry and 'Star Wars Battlefront'" http://schedule.gdconf.com/ses…
"Hybrid Ray-Traced Shadows" GDC2015 http://developer.download.nvidia.com/assets/events/GDC15/hybrid_ray_traced_GDC_2015.pdf
http://www.gdcvault.com/play/1020177/Deformable-Snow-Rendering-in-Batman
slide : http://t.co/mE6PzwZbLZ with notes : http://t.co/6LwjiU1mBq