GI
http://www.fxguide.com/featured/disneys-new-production-renderer-hyperion-yes-disney/ Japanese memo Disney の新しいレンダラー Hyperion に関する fxguide の記事です.
http://forum.unity3d.com/threads/unity-realtime-reflections-and-gi-and-realism-exploration.266258/ http://www.shadowood.uk/Store/?u=2014-09-02
http://blogs.unity3d.com/2014/09/18/global-illumination-in-unity-5/
https://www.knaldtech.com/lys-open-beta/ Japanease memo パノラマ画像、スフィアマップ、キューブマップから Radiance/Irradiance/Specular テクスチャを GPU で高速に作るライブラリとのことです.
http://fumufumu.q-games.com/archives/2014_09.php#000934 Japanese memo CEDEC2014 の Q-Games さんの "次世代のライティング"実用的速度で動作するボクセルコーントレースライティング"の資料です.
https://docs.google.com/file/d/0B11iL4IgOgWLaXpweVJxUmFvNkk/edit
https://research.nvidia.com/publication/path-space-extension-robust-light-transport-simulation http://cs.au.dk/~toshiya/ups_tr.pdf
http://www.dualshockers.com/2014/08/13/ps4-exclusive-the-tomorrow-children-uses-new-ray-tracing-tech-with-real-reflections-more-info-shared/
"GPU-Based Techniques for Global Illumination Effects" Laszlo Szirmay-kalos、Laszlo Szecsi、 Mateu Sbert 2008/05/30 http://www.amazon.com/GPU-based-Techniques-Illumination-Synthesis-Animation/dp/1598295594/
"Practical Global Illumination with Irradiance Caching" Jaroslav Krivanek, Pascal Gautron. 2009/3/30 http://www.amazon.com/Practical-Illumination-Irradiance-Synthesis-Animation/dp/1598296442/
http://www.filmicworlds.com/2014/08/05/specular-gi-reference/ Accidental pinhole and pinspeck cameras. Revealing the scene outside the picture. Antonio Torralba · William T. Freeman http://people.csail.mit.edu/torralba/publications/shadows…
http://elementalray.wordpress.com/2014/07/29/new-gi-prototype-quick-start/
参照 GPU Pro 4 "Progressive Screen-Space Multichannel Surface Voxelization" http://gpupro.blogspot.jp/2012/11/gpu-pro-4-book-chapter.html Publications by Athanasios Gaitatzes http://www.virtuality.gr/gaitat/en/publications.html 概要 GPU Pr…
http://kriscg.blogspot.jp/2014/07/lightmapping-in-anomaly-2-mobile.html
http://cgg.mff.cuni.cz/~jaroslav/papers/2013-ltscourse/02%20-%20ltscourse%20-%20path%20integral%20-%20krivanek%20-%20notes.pdf
"Ray Tracing vs. Point-based GI for Animated Films" (Tabellion) SIGGRAPH2010 http://cgg.mff.cuni.cz/~jaroslav/gicourse2010/ "Practical Real-Time Voxel-Based Global Illumination For Current GPUs" GTC 2014 http://on-demand.gputechconf.com/gt…
Irradiance Caching Part1 http://the-witness.net/news/2011/07/irradiance-caching-part-1/ Irradiance Caching – Continued http://www.ludicon.com/castano/blog/2014/07/irradiance-caching-continued/
"Light Propagation Volumes in Fable Legends" @ Unreal Engine 4 - OLD hanecci’s blog : 旧 はねっちブログ
http://www.filmicworlds.com/2014/07/02/simple-and-fast-spherical-harmonic-rotation/ source : http://www.filmicworlds.com/downloads/sh-rotation/ShRotation.zip Memo in Japanese SH の次数が 0,1,2 次のときに SH を回転するための計算の最適化の話…
url: http://graphics.cs.williams.edu/papers/DeepGBuffer14/ pdf: http://graphics.cs.williams.edu/papers/DeepGBuffer14/Mara2014DeepGBuffer.pdf demo with source code: http://graphics.cs.williams.edu/papers/DeepGBuffer14/Mara2014DeepGBufferDem…
Real Time Global Illumination For All Versions Of Unity! (W.I.P) http://forum.unity3d.com/threads/real-time-global-illumination-for-all-versions-of-unity-w-i-p.206191/ Efficient Light Probing for Unity Free Pro! http://forum.unity3d.com/th…
Unreal Engine 4 https://docs.unrealengine.com/latest/INT/Engine/Content/Types/Textures/Cubemaps/index.html https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/ReflectionEnvironment/index.html https://docs.unrealeng…
https://software.intel.com/en-us/articles/layered-reflective-shadow-maps-for-voxel-based-indirect-illumination
http://lousodrome.net/blog/light/2014/06/01/volumetric-light-scattering/
http://extremeistan.wordpress.com/2014/05/11/realtime-global-illumination-techniques-collection/
"The Unique Lighting in Mirror’s Edge" http://dice.se/publications/the-unique-lighting-in-mirrors-edge-experiences-with-illuminate-labs-lighting-tools/
http://the-witness.net/news/2010/09/hemicube-rendering-and-integration/ メモ HemiCube を GPU で描画することでディフューズ間接光(Irradiance)を計算する方法について. 射影方法: Hemicube を利用. (Spherical Projection や Paraboloid Projection は…
Hemicube Rendering and Integration By IGNACIO CASTAÑO http://the-witness.net/news/2010/09/hemicube-rendering-and-integration/ RADIOSITY, DX11 STYLE http://mynameismjp.wordpress.com/2011/01/31/radiosity-dx11-style/ Radiosity http://freespac…
http://elementalray.wordpress.com/2014/05/05/new-gi-preview/