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TIGSource ForumsDeveloperArt (Moderator: JWK5)game art tricks
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Author Topic: game art tricks  (Read 197436 times)
gimymblert
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« Reply #60 on: August 15, 2014, 12:47:38 PM »

Rain in game (not a tut)
http://www.neogaf.com/forum/showthread.php?t=875549
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gimymblert
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« Reply #61 on: August 16, 2014, 08:07:52 AM »

twitter to follow
https://twitter.com/SebLagarde
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gimymblert
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« Reply #62 on: August 16, 2014, 11:39:05 AM »

screen space reflection with code
http://casual-effects.blogspot.com/2014/08/screen-space-ray-tracing.html

procedural layout
http://www.public.asu.edu/~pchihan/tiling/

ass creed 4 publications
http://bartwronski.com/publications/

SIGGRAPH 2012 Course: Practical Physically Based Shading in Film and Game Production
http://blog.selfshadow.com/publications/s2012-shading-course/

SIGGRAPH 2014 Links
http://blog.selfshadow.com/2014/08/14/siggraph-2014-links/

oren nayar
http://mimosa-pudica.net/improved-oren-nayar.html
http://shaderjvo.blogspot.com/2011/08/van-ouwerkerks-rewrite-of-oren-nayar.html

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

genetic brdf
http://www.cs.virginia.edu/~gfx/pubs/Brady_2014_DNA/brady_sig14.pdf

DirectXMesh geometry processing library
https://directxmesh.codeplex.com/

ar eyeglass
http://pinlights.info/

showcase of ue4
https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting




lightfield editing
http://giga.cps.unizar.es/~ajarabo/pubs/lfeiSIG14/

custom 3d depth sensor from regular webcam
http://research.microsoft.com/pubs/220845/depth4free_SIGGRAPH.pdf

WHAT'S THE FµCKING FµCK?
http://render.otoy.com/newsblog/?p=547
http://render.otoy.com/newsblog/?p=600

comics automatic panel composition using artistic directed eye travel



http://www.cs.cityu.edu.hk/~51917739/projects/manga_composition/manga_composition.htm

random interesting stuff
http://www.tobias-franke.eu/publications/franke14irars/
http://richardt.name/publications/video-deanaglyph/
facial&animation: http://blog.naver.com/PostView.nhn?blogId=seolzzang01&logNo=130169855593&redirect=Dlog&widgetTypeCall=true
http://www-scf.usc.edu/~ruizhewa/
http://liris.cnrs.fr/glavoue/travaux/publi.html
http://www.museth.org/Ken/Publications.html
http://www.cse.chalmers.se/~olaolss/main_frame.php?contents=publication&id=clustered_with_shadows_siggraph_2014
http://www.music.tuc.gr/Publications.show?WHAT=BY_PERSON&PERSON=264
http://cyprien.buron.free.fr/
http://sglab.kaist.ac.kr/WLR/
http://kesen.realtimerendering.com/sig2014.html
http://graphics.cs.cmu.edu/projects/self-refining-games/
https://www.youtube.com/watch?v=4CRMgPcgKp4
http://skinning.org/
http://people.inf.ethz.ch/kapadiam/pdfs/2014-siggraph-course-navigation-slides.pdf
http://www.prism.gatech.edu/~kraveendran3/research/BlendingLiquids/index.html
http://www.cs.ubc.ca/labs/imager/tr/2014/FromCaptureToSimulation/
http://gaps-zju.org/reducedhair/
http://www.hao-li.com/Hao_Li/Hao_Li_-_publications_%5BRobust_Hair_Capture_Using_Simulated_Examples%5D.html
http://www.cs.princeton.edu/~vk/projects/Shape2Pose/
http://www.cs.virginia.edu/~gfx/pmwiki/index.php?n=Pubs.Brady2014DNA
http://research.microsoft.com/apps/pubs/default.aspx?id=220845
http://nishitalab.org/user/egaku/tog14/absttog14.html
http://www.chateaunoir.net/caustics.html
http://cyprien.buron.free.fr/docs/2014_SiggraphTalk_DynamicOnMeshProceduralGenerationControl.pdf
http://www.cs.ubc.ca/~essex/dgwater/
http://www.music.tuc.gr/Publications.show

https://www.youtube.com/watch?v=4CRMgPcgKp4

« Last Edit: August 16, 2014, 12:07:06 PM by Gimym JIMBERT » Logged

gimymblert
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« Reply #63 on: August 16, 2014, 12:19:36 PM »

low level rendering for artists
http://simonschreibt.de/gat/renderhell/

more
http://simonschreibt.de/game-art-tricks/
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« Reply #64 on: August 20, 2014, 08:06:12 AM »

Technically not exactly 3D but an applicable trick none the less
http://www.sitepoint.com/the-cicada-principle-and-why-it-matters-to-web-designers/
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gimymblert
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« Reply #65 on: August 24, 2014, 08:12:22 AM »

http://advances.realtimerendering.com/s2014/index.html
http://t.co/F8vU5rtj3f
http://www.slideshare.net/RenaldasZioma/unite2014-mastering-physically-based-shading-in-unity-5
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« Reply #66 on: September 10, 2014, 07:03:29 PM »

https://www.unrealengine.com/blog/physically-based-shading-on-mobile
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« Reply #67 on: September 15, 2014, 05:59:38 AM »

This thread is a goldmine  Beer!
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gimymblert
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« Reply #68 on: September 17, 2014, 03:30:42 PM »

http://research.tri-ace.com/
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« Reply #69 on: September 18, 2014, 12:44:36 AM »

Just subscribing. Thanks for all the posts!
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gimymblert
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« Reply #70 on: September 19, 2014, 06:14:48 AM »

http://advances.realtimerendering.com/destiny/siggraph2014/index.html destiny
http://sebastien.hillaire.free.fr/index.php?option=com_content&view=article&id=72&Itemid=106 vol fog
http://www.tobias-franke.eu/publications/franke14dvct/ voxel cone tracing + ar
http://www.4gamer.net/games/204/G020492/20140722089/ knack
http://www.slideshare.net/siliconstudio/ss-38733183 demo ùakeing of
https://gist.github.com/dwilliamson/cc59b6b23f48c3d8ebe7 sh library
http://fumufumu.q-games.com/archives/2014_09.php#000934 voxel cone tracing implementation
http://blog.selfshadow.com/publications/s2014-shading-course/ siggraph 2014 pbr updated
http://cgg.mff.cuni.cz/~jaroslav/papers/2014-ltscourse/ light transport updated course
http://the-witness.net/news/2014/08/hlslparser witness hlsl
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gimymblert
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« Reply #71 on: September 24, 2014, 08:04:55 PM »

Joke post:



real time (ff XV)



not real time (advent children)





real time


not real time
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« Reply #72 on: September 25, 2014, 10:43:02 AM »

http://forum.unity3d.com/threads/unity-realtime-reflections-and-gi-and-realism-exploration.266258/
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« Reply #73 on: October 03, 2014, 11:32:46 AM »

http://www.polycount.com/2014/07/25/14784/#more-14784
http://www.polycount.com/2013/08/30/13550/
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« Reply #74 on: October 03, 2014, 11:59:50 AM »

http://wiki.unity3d.com/index.php/Dithering_Shader
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« Reply #75 on: October 03, 2014, 12:22:53 PM »

http://www.3dcg-arts.net/arts/1395?via_fave=246
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« Reply #76 on: October 03, 2014, 01:00:36 PM »

That anime cel shaded model looks cool.

I'd love if you could find some cool particle effect tricks....  Who, Me?  Who, Me?  Who, Me?
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« Reply #77 on: October 03, 2014, 01:07:48 PM »

What kind?
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« Reply #78 on: October 04, 2014, 10:43:29 AM »

http://gametextures.com/blog/2014/05/27/gametextures-gets-physical/
http://artforgames.com/
http://www.polycount.com/2014/03/02/handplane-moving-to-freeware/

vr
http://blogs.valvesoftware.com/abrash/
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« Reply #79 on: October 05, 2014, 09:20:56 AM »

http://kosmokleaner.wordpress.com/2014/09/26/real-time-ray-traced-shadows-soon-to-be-released/

http://t.co/imSfFdCn4z

http://www.dailymotion.com/video/x3frba_making-of-arkane-arx-fatalis_creation
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