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TIGSource ForumsDeveloperArt (Moderator: JWK5)game art tricks
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Author Topic: game art tricks  (Read 82906 times)
gimymblert
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« Reply #100 on: December 21, 2014, 11:04:00 PM »

Unchartred 4 Graphic porn
http://kotaku.com/the-new-nathan-drake-shows-off-the-power-of-the-ps4-1669100924

mocap

http://kotaku.com/see-a-motion-captured-face-come-to-life-1668862604
« Last Edit: December 22, 2014, 02:01:38 PM by Gimym JIMBERT » Logged

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« Reply #101 on: December 25, 2014, 03:20:27 PM »

here's something for this thread.

Adaptive frameless rendering, presented at SIGGraph 2005.




wonder if there's any news on this technique in modern engines
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« Reply #102 on: December 25, 2014, 03:27:35 PM »

Yes: everytime you read about temporal [insert shader]
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gimymblert
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« Reply #103 on: December 25, 2014, 04:20:34 PM »

http://chilliant.blogspot.jp/2012/08/srgb-approximations-for-hlsl.html
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gimymblert
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« Reply #104 on: December 26, 2014, 04:04:20 PM »

Tile based gpu optimization
http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-TileBasedArchitectures.pdf
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« Reply #105 on: December 28, 2014, 07:10:20 PM »

http://wiki.unity3d.com/index.php?title=Bake_Material_to_Texture
it's in teh title (for unity but you may adapt it elsewhere)


http://forum.unity3d.com/threads/bake-material-to-texture-script.114402/
« Last Edit: December 28, 2014, 07:15:38 PM by Gimym JIMBERT » Logged

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« Reply #106 on: December 31, 2014, 10:52:07 AM »

Radially symmetric reflectance map(rsrm):
http://www.realtimerendering.com/blog/wp-content/uploads/2010/04/stone2009.pdf

http://n00body.squarespace.com/journal/2010/11/7/radially-symmetric-reflection-maps.html
http://n00body.squarespace.com/journal/2011/7/10/rsrm-enhancements.html
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« Reply #107 on: January 01, 2015, 02:11:55 AM »

mapping a cone
http://www.realtimerendering.com/blog/limits-of-triangles/

IOR calculator
http://refractiveindex.info/

integral
http://www.mathsisfun.com/calculus/integration-rules.html
https://www.khanacademy.org/math/integral-calculus/indefinite-definite-integrals khan academy
http://www.rorydriscoll.com/2009/01/25/energy-conservation-in-games/ integrate for energy conservation (the fuck the extra sin)
http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/ wrap diffuse

re math pbr microfacet
http://graphicrants.blogspot.jp/2013/08/specular-brdf-reference.html

PBR + toon shading in costume quest
http://nosferalatu.com/CQ2Rendering.html





next thing to investigate
https://www.google.com/search?q=Heidrich-Seidel&oq=Heidrich-Seidel&aqs=chrome..69i57&sourceid=chrome&es_sm=122&ie=UTF-8
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« Reply #108 on: January 01, 2015, 02:40:18 PM »

Fake Subsurface scattering with texture sampled lights
http://forum.unity3d.com/threads/shader-forge-a-visual-node-based-shader-editor.222049/page-54#post-1903768


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« Reply #109 on: January 02, 2015, 09:24:42 PM »

cook torrance general
http://www.gamedev.net/topic/638197-cook-torrance-brdf-general/
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« Reply #110 on: January 03, 2015, 11:25:58 AM »

Understanding DDx/DDy instruction
http://gamedev.stackexchange.com/questions/62648/what-does-ddx-hlsl-actually-do
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« Reply #111 on: January 05, 2015, 01:24:06 PM »

material acquisition:
http://www.polycount.com/forum/showthread.php?t=132603
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« Reply #112 on: January 05, 2015, 04:31:25 PM »

digital cloning:
http://www.disneyresearch.com/wp-content/uploads/Bickel_118-0371_compressed1.pdf
http://blog.eisko.com/
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« Reply #113 on: January 09, 2015, 10:13:53 AM »

allegorithmic on pbr
http://www.allegorithmic.com/pbr-guide
http://www.allegorithmic.com/static/static/pages/PBR_Guide/PBR_Guide_Vol.1.pdf
http://forum.allegorithmic.com/index.php/board,27.0.html

walle PBR
http://blog.selfshadow.com/publications/s2012-shading-course/smits/s2012_pbs_pixar_model_slides_v2.pdf

Stereo VR rendering
https://docs.google.com/presentation/d/19x9XDjUvkW_9gsfsMQzt3hZbRNziVsoCEHOn4AercAc/mobilepresent?slide=id.p

Aggregate G buffer anti aliasing
https://research.nvidia.com/sites/default/files/publications/AGAA_I3D2015_authors.pdf
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« Reply #114 on: January 13, 2015, 08:01:36 PM »

ssss
http://cg.tuwien.ac.at/~zsolnai/gfx/separable-subsurface-scattering-with-activision-blizzard/

Alchemy ao
http://graphics.cs.williams.edu/papers/AlchemyHPG11/
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« Reply #115 on: January 21, 2015, 10:57:49 PM »

https://github.com/lighttransport/lighttransportequation-orb
light transport orb
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« Reply #116 on: January 25, 2015, 10:59:04 PM »

Perfect sphere rendering on a quad
http://www.voofoostudios.com/big-shiny-balls/

Normal enconding in Gbuffer
http://c0de517e.blogspot.ca/2015/01/notes-on-g-buffer-normal-encodings.html
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« Reply #117 on: January 31, 2015, 10:17:33 PM »


Vol 2 from 3 is out

http://www.allegorithmic.com/pbr-guide (all)
http://www.allegorithmic.com/static/static/pages/PBR_Guide/PBR_Guide_Vol.1.pdf vol 1
http://www.allegorithmic.com/static/static/pages/PBR_Guide/PBR_Guide_Vol.2.pdf vol 2
coming soon vol 3 (finale)
 
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« Reply #118 on: January 31, 2015, 10:22:29 PM »

Again, THANKS YOU SO MUCH for all these posts!  Toast Right
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« Reply #119 on: February 01, 2015, 03:42:45 PM »

Open world terrain

http://www.gamasutra.com/view/feature/131596/realtime_dynamic_level_of_detail_.php?print=1

http://www.gamasutra.com/view/feature/192007/sponsored_the_world_of_just_cause_.php

http://www.cs.jhu.edu/~graphics/GLOD/

http://www.cognigraph.com/ROAM_homepage/



world
http://www.ai.sri.com/tvgeo/

http://vterrain.org/

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