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April 19, 2024, 02:49:08 AM

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TIGSource ForumsDeveloperArt (Moderator: JWK5)game art tricks
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gimymblert
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« Reply #120 on: February 08, 2015, 09:47:57 AM »

Blender's pixel art shader


http://kushi.lv9.org/pixelartshader/index.html
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gimymblert
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« Reply #121 on: February 09, 2015, 10:22:53 AM »

Modelling the face
http://www.thundercloud-studio.com/index.php?page=tutorial/ModelingTutorial/headModeling
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« Reply #122 on: February 12, 2015, 05:37:32 PM »


Since the manual is in Japanese, I wrote a blog post to show people how to get up and running with it.

http://initialsgames.com/main/?p=1360

I'm pretty excited about the results.

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Initials
VFX/Games/Music
Super Lemonade Factory, Super Lemonade Factory Part Two, Revvolvver, Four Chambers of the Human Heart.
gimymblert
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« Reply #123 on: February 14, 2015, 12:05:41 AM »

Ah! cool!

AR relighting
http://www.tobias-franke.eu/publications/franke15starethz/franke15starethz_slides.pdf
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gimymblert
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« Reply #124 on: February 16, 2015, 07:15:48 PM »

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« Reply #125 on: February 17, 2015, 03:56:06 PM »

https://chengtsolin.wordpress.com/2015/02/16/shadowing-in-ibl-using-sparse-3d-textures/
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gimymblert
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« Reply #126 on: February 18, 2015, 08:13:39 AM »

http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/

More PBR by unity (universal advice)
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gimymblert
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« Reply #127 on: February 23, 2015, 05:16:27 PM »

https://www.youtube.com/watch?v=CZ3N2kLKdX0&feature=youtu.be
in depth analysis the order 1886
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gimymblert
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« Reply #128 on: February 25, 2015, 08:38:46 AM »

http://www.vis.uni-stuttgart.de/~dachsbcn/download/rsm.pdf

reflective shadow map
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« Reply #129 on: March 08, 2015, 03:43:53 PM »

GDC15
http://blogs.wefrag.com/skaven/2015/03/03/gdc-2015-papers/

http://www.reedbeta.com/talks/

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gimymblert
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« Reply #130 on: March 16, 2015, 11:08:34 AM »

Distance field
http://www.essentialmath.com/blog/?p=111

ellipse
http://www.essentialmath.com/GDC2015/VanVerth_Jim_DrawingAntialiasedEllipse.pdf

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« Reply #131 on: March 16, 2015, 10:00:21 PM »

gdc15
http://developer.amd.com/resources/documentation-articles/conference-presentations/
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« Reply #132 on: March 20, 2015, 01:13:39 PM »

VR
http://community.imgtec.com/developers/powervr/presentations/
https://twitter.com/CasualEffects/status/579000646369701889
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« Reply #133 on: March 23, 2015, 12:30:16 PM »

Limit of pbr
http://c0de517e.blogspot.ca/2015/03/look-closely.html

other
https://disney-animation.s3.amazonaws.com/uploads/production/publication_asset/70/asset/Sorted_Deferred_Shading_For_Production_Path_Tracing.pdf

http://on-demand-gtc.gputechconf.com/gtcnew/on-demand-gtc.php

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« Reply #134 on: April 03, 2015, 11:37:26 AM »

anti aliasing
http://on-demand.gputechconf.com/gtc/2015/video/S5442.html
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« Reply #135 on: April 04, 2015, 07:23:29 PM »

volume
https://www.solidangle.com/research/egsr2012_volume.pdf
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« Reply #136 on: April 28, 2015, 10:37:29 AM »

AAA performance capture at a price


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« Reply #137 on: May 18, 2015, 03:51:12 PM »


http://renderdoc.org/blog/Graphics-in-Plain-Language/

http://iquilezles.org/www/articles/derivative/derivative.htm

http://www.hao-li.com/publications/papers/siggraph2015SMDWDMC.pdf

http://www.unilim.fr/pages_perso/frederic.mora/

http://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolution-graphics-study/

http://kesen.realtimerendering.com/sig2015.html

http://graphics.pixar.com/library/DataDrivenHairScattering/

http://www.fxguide.com/featured/renderman-under-the-new-varnish/

http://fr.slideshare.net/WolfgangEngel/

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ProgramGamer
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« Reply #138 on: May 19, 2015, 05:37:32 AM »

This thread is mainly GJ posting links, right?
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« Reply #139 on: May 19, 2015, 05:38:46 AM »

if you want to contribute you can
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