SIGGRAPH

Real-Time Polygonal-Light Shading with Linearly Transformed Cosines

https://eheitzresearch.wordpress.com/415-2/

Authoring of Procedural Environments in "The Blacksmith" SIGGRAPH 2015

Authoring of Procedural Environments in “The Blacksmith” SIGGRAPH 2015 https://docs.google.com/presentation/d/101COAUXgKo_ouWcgoZhraDmDV9urZZu1gnOtxX1vB3g/pub?slide=id.gdcbab5350_2_75 MAKING BETTER GAMES WITH PROCEDURAL GENERATION http://8…

"R&D in the Video Game Industry" SIGGRAPH ASIA 2015

http://jp.square-enix.com/tech/sa2015workshop/ Just Keep Digging, and Other Principles for Videogame R&D Naty Hoffman, 2K Master Thesis Students in the Video Game Industry Jan Schmid, EA DICE Doing R&D for Open Worlds Emil Persson, Avalanc…

"Physically-Accurate Fur Reflectance: Modeling, Measurement and Rendering" SIGGRAPH ASIA 2015

http://www.eecs.berkeley.edu/~lingqi/

Vulkan™ on Intel® Graphics at SIGGRAPH 2015

About volume integration at "Physically-based & Unified Volumetric Rendering in Frostbite" SIGGRAPH 2015

"Towards Unified and Physically-Based Volumetric Lighting in Frostbite" SIGGRAPH 2015 http://advances.realtimerendering.com/s2015/index.html

Memo of "Optimizing PBR for Mobile" by Unity at SIGGRAPH 2015

概要 記事のタイトルの資料を読んだ際の簡易メモです. 正確な情報は元の資料を参考にしていただけると助かります. 参照 "Moving Mobile Graphics - SIGGRAPH 2015 Course" の "Optimizing PBR for Mobile" https://community.arm.com/events/1155 Specular B…

Real-time Many-light Management and Shadows with Clustered Shading (2015)

http://www.cse.chalmers.se/~olaolss/main_frame.php?contents=publication&id=efficient_shading_s2015

HALIDE : a language for image processing and computational photography

Official http://halide-lang.org/ Intro slides http://halide-lang.org/assets/lectures/Halide_CVPR_intro.pdf

Simple memo of "Real-World Measurements for CoD:AW"

概要 下の資料を読んだときの簡易メモです. より正しい情報は下の資料を参考にして下さい. Real-World Measurements for Call of Duty: Advanced Warfare (Danny Chan) http://blog.selfshadow.com/publications/s2015-shading-course/chan/s2015_pbs_cod_aw…

Allegorithmic Integrates NVIDIA Iray into Substance Designer

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

WIP : Links collection of game graphics at SIGGRAPH 2015

SIGGRAPH 2015 Links by @self_shadow http://blog.selfshadow.com/2015/08/15/siggraph-2015-links/ SIGGRAPH 2015 Course: Physically Based Shading in Theory and Practice http://blog.selfshadow.com/publications/s2015-shading-course/ Advances in …

"Fake Fur Rendering" SIGGRAPH 1997

http://www.danbgoldman.com/misc/fakefur/

Empirical Directional Wave Spectra for Computer Graphics

paper : http://delivery.acm.org/10.1145/2800000/2791267/p29-horvath.pdf?ip=126.253.134.246&id=2791267&acc=OPENTOC&key=4D4702B0C3E38B35%2E4D4702B0C3E38B35%2E4D4702B0C3E38B35%2E383ADA7593775D6F&CFID=701241885&CFTOKEN=19397906&__acm__=1439104…

High-Quality Streamable Free-Viewpoint Video (Microsoft HoloLens)

http://research.microsoft.com/en-us/um/redmond/projects/fvv/ article : http://gdgtarena.com/video-how-microsoft-records-holographic-video-content-for-the-hololens/

Approximate Reflectance Profiles for Efficient Subsurface Scattering

http://graphics.pixar.com/library/ApproxBSSRDF/index.html

"Accurate Analytic Approximations for Real-Time Specular Area Lighting"

Pickup from SIGGRAPH 2015 Advanced Program

http://s2015.siggraph.org/sites/default/files/s15_Final%20Advance%20Program.pdf Cources Game "Advances in Real-Time Rendering, Part I" "Advances in Real-Time Rendering, Part II" "An Overview of Next-Generation APIs" "Physically Based Shadi…

SIGGRAPH2015 Advanced Program (SIGGRAPH2015 のプログラムの pdf)

http://s2015.siggraph.org/sites/default/files/s15_Final%20Advance%20Program.pdf

"Gradient-Domain Path Tracing" at SIGGRAPH2015

https://mediatech.aalto.fi/publications/graphics/GPT/kettunen2015siggraph_paper.pdf

Gradient-Domain Path Tracing

https://mediatech.aalto.fi/publications/graphics/GPT/ http://raytracey.blogspot.jp/2015/05/brandnew-gpu-path-tracing-research-from.html

Slide of "HIGH-QUALITY TEMPORAL SUPERSAMPLING" at SIGGRAPH2014 is updated

pptx : http://advances.realtimerendering.com/s2014/epic/TemporalAA.pptx http://advances.realtimerendering.com/s2014/index.html

About The Order : 1886 in Siggraph 2013 ( ジ・オーダー 1886 のグラフィクスの解説の動画. シーグラフ 2013 )

ジ・オーダー 1886 のグラフィクスについて @kenpex が書いたグラフィックス分析の記事のキーワードだけ日本語にしました.The Order : 1886 related graphics articles - OLD hanecci’s blog : 旧 はねっちブログ あと, @kenpex のブログにオクルージョンの…

"Practical Applications of Compute for Simulation in Agni's Philosophy" SIGGRAPH ASIA 2014

http://jp.square-enix.com/info/library/pdf/SiggraphAsia2014_simulation.pdf

Character Heads Creation Pipeline and Rendering in Destiny course

http://advances.realtimerendering.com/destiny/siggraph2014/heads/index.html

"Antialiasing Physically Based Shading with LEADR Mapping"

http://blog.selfshadow.com/publications/s2014-shading-course/dupuy/s2014_pbs_leadr_slides.pdf

"Digital Ira and Beyond: Creating Photoreal Real-Time Digital Characters"

http://ict.usc.edu/publications.php

Some slides of Physically based shading Course in SIGGRAPH2014

http://blog.selfshadow.com/publications/s2014-shading-course/ Japanese memo SIGGRAPH2014 の物理ベースシェーディングのコースの資料が少し出てきました. 最初の導入, Masking-Function, Arnold 向けのシェーダの資料が公開されています.

Slides of "Recent Advances in Light Transport Simulation: Some Theory and a Lot of Practice" (starting to appear)

http://cgg.mff.cuni.cz/~jaroslav/papers/2014-ltscourse/ Japanese memo SIGGRAPH2014 のライトトランスポートのコースの資料の掲載予定のページです.

"NEXT GENERATION POST PROCESSING IN CALL OF DUTY: ADVANCED WARFARE"

http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare SIGGRAPH 2014 "Advanced Realtime Rendering" http://advances.realtimerendering.com/s2014/index.html Japanese memo SIGGRAPH2014 のリアルタイムレンダリング…