SIGGRAPH
https://eheitzresearch.wordpress.com/415-2/
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…
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…
http://www.eecs.berkeley.edu/~lingqi/
"Towards Unified and Physically-Based Volumetric Lighting in Frostbite" SIGGRAPH 2015 http://advances.realtimerendering.com/s2015/index.html
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…
http://www.cse.chalmers.se/~olaolss/main_frame.php?contents=publication&id=efficient_shading_s2015
Official http://halide-lang.org/ Intro slides http://halide-lang.org/assets/lectures/Halide_CVPR_intro.pdf
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…
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
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 …
http://www.danbgoldman.com/misc/fakefur/
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…
http://research.microsoft.com/en-us/um/redmond/projects/fvv/ article : http://gdgtarena.com/video-how-microsoft-records-holographic-video-content-for-the-hololens/
http://graphics.pixar.com/library/ApproxBSSRDF/index.html
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…
http://s2015.siggraph.org/sites/default/files/s15_Final%20Advance%20Program.pdf
https://mediatech.aalto.fi/publications/graphics/GPT/kettunen2015siggraph_paper.pdf
https://mediatech.aalto.fi/publications/graphics/GPT/ http://raytracey.blogspot.jp/2015/05/brandnew-gpu-path-tracing-research-from.html
pptx : http://advances.realtimerendering.com/s2014/epic/TemporalAA.pptx http://advances.realtimerendering.com/s2014/index.html
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…
http://jp.square-enix.com/info/library/pdf/SiggraphAsia2014_simulation.pdf
http://advances.realtimerendering.com/destiny/siggraph2014/heads/index.html
http://blog.selfshadow.com/publications/s2014-shading-course/dupuy/s2014_pbs_leadr_slides.pdf
http://ict.usc.edu/publications.php
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.
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.
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…