RENDERER
STANDARD_SURFACEのSSS https://arnoldnihon.wordpress.com/2017/06/09/standard_surface%E3%81%AEsss/ 単位のはなし – 「長さ」と「明るさ」 https://arnoldnihon.wordpress.com/2017/06/13/%E5%8D%98%E4%BD%8D%E3%81%AE%E3%81%AF%E3%81%AA%E3%81%97-%E3%80…
https://uploadvr.com/otoy-building-one-vrs-important-technologies/ OTOY 社のモデルフォーマット ORBX を Unity で読み込んで, Octane Renderer で描画するという内容を含んだ記事です.
https://bitbucket.org/Unity-Technologies/mitsubaexport Unity で開発中の「Unity のデータを Mistuba レンダー向けにエクスポートする機能」について
https://www.fxguide.com/quicktakes/v-rays-practical-stochastic-rendering-of-spec-y-things/
https://github.com/mmp/pbrt-v3
https://renderman.pixar.com/view/latest-release RenderMan 21 がリリース inigo quilez @iquilezles Renderman 21 is out. REYES has died! RSL has died too! Even RiShadingRate is gone! What!?
article : http://blog.maxwellrender.com/tips/fast-and-frosted-2/
article : http://architosh.com/2015/08/allegorithmic-integrates-nvidia-designworks-technologies-into-substance-designer/ video : http://on-demand.gputechconf.com/siggraph/2015/video/SIG510-Jerome-Derel.html
https://support.solidangle.com/pages/viewpage.action?pageId=24119473
http://www.fxguide.com/featured/renderman-under-the-new-varnish/
https://mynameismjp.wordpress.com/2015/04/04/mitsuba-quick-start-guide/
http://on-demand.gputechconf.com/gtc/2015/video/S5327.html
http://www.fxguide.com/featured/manuka-weta-digitals-new-renderer/