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TIGSource ForumsDeveloperArt (Moderator: JWK5)game art tricks
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« Reply #140 on: May 19, 2015, 05:41:15 AM »



Ok :D
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gimymblert
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« Reply #141 on: May 21, 2015, 11:53:30 AM »

guilty gears Xrd gdc toon shading talk


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« Reply #142 on: May 26, 2015, 01:23:45 PM »

brdf extraction stuf
http://liris.cnrs.fr/~jdupuy/egsr15/egsr15.pdf

https://eheitzresearch.files.wordpress.com/2015/05/sggx_supplemental1.pdf

https://drive.google.com/file/d/0BzvWIdpUpRx_em5DWHBfSHZ0VGc/view

https://drive.google.com/file/d/0BzvWIdpUpRx_RTVuU2xtcTI0bGc/view

https://twitter.com/eric_heitz/status/598952065084301312

http://www.cs.dartmouth.edu/~wjarosz/publications/meng15granular.html

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« Reply #143 on: May 31, 2015, 03:34:36 PM »

voxels
http://voxels.blogspot.be/
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« Reply #144 on: June 04, 2015, 05:32:16 AM »

http://www.hpl.hp.com/research/ptm/

http://s2015.siggraph.org/attendees/courses

https://forums.unrealengine.com/showthread.php?71415-Engine-Features-Preview-5-29-2015

http://3d-coat.com/pbr-description/

https://www.fxphd.com/blog/digital-human-league-first-free-data/?utm_content=buffera9343&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer

http://jcgt.org/published/0004/02/03/

http://jo.dreggn.org/home/2015_spectrum.pdf?utm_content=bufferf1f8f&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer

http://www.fxguide.com/featured/epics-unreal-engine-open-world-behind-the-scenes/

http://gl.ict.usc.edu/Research/DigitalEmily2/

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

http://s2015.siggraph.org/attendees/technical-papers

http://egsr2015.gcc.tu-darmstadt.de/index.php/program

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« Reply #145 on: June 12, 2015, 12:35:32 PM »

scene compositing

http://80.lv/articles/crafting-a-story-in-ue4/

http://80.lv/articles/optimizing-scene-working-with-lighting-in-unity5/

http://80.lv/articles/battlefield-environment-artist-on-creating-nature-in-ue4/

http://80.lv/articles/borderlands-and-gears-of-war-artist-on-fast-ue4-scenes/
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« Reply #146 on: June 12, 2015, 12:54:14 PM »

order independant transparency
https://twitter.com/CasualEffects/status/606787779637440512

skin micro structure
http://gl.ict.usc.edu/Research/SkinStretch/

BC6H texture compression gpu source
https://github.com/knarkowicz/GPURealTimeBC6H

Fake soft body using distance field in unreal engine
https://forums.unrealengine.com/showthread.php?72436-Distance-Field-Soft-Bodies
https://twitter.com/roelbartstra/status/608377150044049410
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« Reply #147 on: June 13, 2015, 06:03:42 PM »

hybrid raytrace shadows
http://developer.download.nvidia.com/assets/events/GDC15/hybrid_ray_traced_GDC_2015.pdf
https://twitter.com/KostasAAA/status/608984150897471488

Warnock subdivision for deferred
http://www.codersnotes.com/notes/warnock-subdivision-for-deferred-lighting
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« Reply #148 on: June 24, 2015, 07:55:58 PM »

more skin micro structure

http://gizmodo.com/it-feels-like-these-cgi-skin-designers-are-just-trying-1713402526?utm_source=recirculation&utm_medium=recirculation&utm_campaign=tuesdayPM#_ga=1.18917950.764292803.1421822669





this post is useless and redundant
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« Reply #149 on: June 28, 2015, 02:29:11 PM »

Striking realization: characters of today's graphic generation have budget polygon of entire world of older generation 3D graphics, it's like a graphic rules equivalent of moore's law.


NEW Stack exchange specialized on computer graphics
http://area51.stackexchange.com/proposals/74985/computer-graphics?referrer=wuYD-ibocc-NEiKMmDB1WA2


Tesselation survey
http://www.graphics.stanford.edu/~niessner/niessner2015survey.html

raytracing
http://www.iliyan.com/publications/ThesisPhD

The blacksmith demo on unity + making of
http://blogs.unity3d.com/2015/06/24/releasing-the-blacksmith/

Global illumination in unity 5
http://www.geomerics.com/wp-content/uploads/2014/03/Unite-Europe-deck-with-notes.pdf?sf38950818=1

Webglbook
http://www.webglinsights.com/

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« Reply #150 on: June 28, 2015, 04:47:59 PM »

Open sub div 3.0
https://twitter.com/OpenSubdiv/status/613409430655275009

some paper
http://www.iliyan.com/publications/

https://twitter.com/mattpharr/status/610511436960432128
Quote
This repository holds the current snapshot of the source code to the new version of pbrt that will be described in the forthcoming third edition of Physically Based Rendering: From Theory to Implementation. As before, the code is available under the BSD license.
https://github.com/mmp/pbrt-v3


https://twitter.com/nholzschuch/status/613246518372474880
Quote
Source code for my paper on "single scattering in participating media with refractive boundaries" is available

Moment Shadow Mapping
http://cg.cs.uni-bonn.de/en/publications/paper-details/peters-2015-msm/
https://twitter.com/SebLagarde/status/611162004003401728

bloom optimization
https://twitter.com/iryoku1/status/610819008342958081

Accurate Analytic Approximations for Real-Time Specular Area Lighting
https://twitter.com/logicalerror/status/610709409904349184

well Iñigo Quilez, what else  Shrug
https://twitter.com/SebLagarde/status/610852925338984448
https://www.shadertoy.com/view/XsSGDh
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« Reply #151 on: June 28, 2015, 04:51:29 PM »

Practical Layered Reconstruction for Defocus and Motion Blur

Quote
We present several practical improvements to a recent layered reconstruction algorithm for defocus and motion blur. We leverage hardware texture filters, layer merging and sparse statistics to reduce computational complexity. Furthermore, we restructure the algorithm for better load-balancing on graphics processors, albeit at increased memory usage. We show run time reductions by 1/2 to 1/5 with minimal change in image quality vs. previous techniques, bringing this reconstruction technique to the real-time domain.


http://jcgt.org/published/0004/02/04/
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« Reply #152 on: June 30, 2015, 08:38:20 AM »

Quote
UVChecker-map is a collection of free images what can be helpful for unwrapping 3D models.

Repozitory contains

512x512 images in png format
1024x1024 images in png format
Source files in psd format
icons for GTools scrpt (WIP) in bmp format
preview images and preview template in psd format
https://github.com/Arahnoid/UVChecker-map

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« Reply #153 on: June 30, 2015, 10:07:43 AM »

Unchartred 4 tools


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« Reply #154 on: July 01, 2015, 01:17:34 PM »

Substance procedural texture in unreal 4


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« Reply #155 on: August 04, 2015, 03:35:37 PM »

Mario sunshine water
http://www.gamedev.net/topic/614608-specular-highlights-on-water/
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« Reply #156 on: August 23, 2015, 08:11:12 PM »

dump
http://research.tri-ace.com/s2015.html
http://www.cse.chalmers.se/~olaolss/main_frame.php?contents=publication&id=efficient_shading_s2015
http://advances.realtimerendering.com/s2015/index.html
http://www.frostbite.com/2015/08/physically-based-unified-volumetric-rendering-in-frostbite/
http://gdcvault.com/play/1022836/DX12-Vulkan-Dawn-of-a
http://www.frostbite.com/2015/08/frostbite-on-mobile/
http://www.frostbite.com/2015/08/stochastic-screen-space-reflections/
http://www.frostbite.com/2015/08/physically-based-unified-volumetric-rendering-in-frostbite/
http://www.frostbite.com/2015/08/the-rendering-pipeline-challenges-next-steps/
https://twitter.com/jimhejl/status/634006204801351680
http://www.fxguide.com/featured/the-art-of-digital-color/
https://eheitzresearch.wordpress.com/research/
https://twitter.com/pixelmager/status/633928558554034176
http://experilous.com/1/blog/post/generating-spherical-distance-fields-from-polygons
http://www.reedbeta.com/talks/
http://www.highperformancegraphics.org/2015/program/
https://twitter.com/_cwyman_/status/633442982553780224
http://nextgenapis.realtimerendering.com/
http://graphics.stanford.edu/projects/vsfs/
https://mynameismjp.wordpress.com/2015/08/16/siggraph-2015/
https://twitter.com/cthulhim/status/633051741878136832
http://blog.selfshadow.com/2015/08/15/siggraph-2015-links/
https://community.arm.com/events/1155
http://graphics.pixar.com/usd/
https://twitter.com/PadraicHennessy/status/461106370839052288
https://twitter.com/killerooo/status/632041363874320385
https://twitter.com/prideout/status/632043702597238784
http://gizmodo.com/a-graphics-breakthrough-makes-perfect-cgi-skin-1723675920
https://twitter.com/__ReJ__/status/631645697960378369
http://advances.realtimerendering.com/s2015/index.html
https://twitter.com/syoyo/status/631689296563449856
https://twitter.com/mmalex/status/631507163446247424
https://twitter.com/mirror2mask/status/631500864247627776
https://twitter.com/aras_p/status/631222375288303616
https://twitter.com/MyNameIsMJP/status/630924508568752128
https://twitter.com/MyNameIsMJP/status/630926225452568576
https://twitter.com/SebLagarde/status/630656347680456704
http://cg.ivd.kit.edu/DAIS.php
http://gl.ict.usc.edu/Research/HFFH/
https://disney-animation.s3.amazonaws.com/uploads/production/publication_asset/98/asset/dualQ.pdf
http://www.sciencedirect.com/science/article/pii/S152407031400037X
https://twitter.com/Kaplanyan/status/627879756634025984
http://www.imm.dtu.dk/~jerf/papers/abstracts/ldm.html
https://twitter.com/SebLagarde/status/626887531842375680
https://twitter.com/SebLagarde/status/626887055776346112
https://placeholderart.wordpress.com/2015/07/28/implementation-notes-runtime-environment-map-filtering-for-image-based-lighting/
http://www.scratchapixel.com/lessons/mathematics-physics-for-computer-graphics/monte-carlo-methods-mathematical-foundations
http://www.scratchapixel.com/lessons/3d-basic-rendering/introduction-to-shading
http://www.speedhunters.com/2015/07/creating-the-cars-of-need-for-speed/#_presentation-251581
http://www.speedhunters.com/2015/07/creating-the-cars-of-need-for-speed/#_presentation-251583
https://seblagarde.wordpress.com/2015/07/14/siggraph-2014-moving-frostbite-to-physically-based-rendering/
http://roar11.com/2015/07/screen-space-glossy-reflections/
http://graphics.pixar.com/library/ApproxBSSRDF/index.html
https://hal.inria.fr/hal-01170614v1#.VZ0tWNqYnjo.twitter
https://twitter.com/logicalerror/status/618789061864648704
https://twitter.com/olanom/status/617340793381093376
https://interplayoflight.wordpress.com/2015/07/03/adventures-in-postprocessing-with-unity/
http://www.reedbeta.com/blog/2015/07/03/depth-precision-visualized/
http://www.iliyan.com/publications/ThesisPhD
https://twitter.com/eric_heitz/status/623425150797631489
https://twitter.com/iquilezles/status/623552041139335168

http://area51.stackexchange.com/proposals/74985/computer-graphics?referrer=wuYD-ibocc-NEiKMmDB1WA2
« Last Edit: August 23, 2015, 08:20:20 PM by Jimym GIMBERT » Logged

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« Reply #157 on: August 24, 2015, 10:46:57 AM »

https://forum.beyond3d.com/threads/gpu-driven-rendering-siggraph-2015-follow-up.57240/
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« Reply #158 on: August 28, 2015, 02:50:38 PM »

dump
http://renderwonk.com/publications/i3d2013-keynote/
https://developer.nvidia.com/china-gdc-2015-presentations
http://developer.amd.com/tools-and-sdks/graphics-development/amd-gpu-services-ags-library/
http://www.guerrilla-games.com/publications.html
https://twitter.com/AndrewLauritzen/status/636630282406236160
http://intelstudios.edgesuite.net/idf/2015/sf/aep/GVCS004/GVCS004.html
http://advances.realtimerendering.com/s2015/SIGGRAPH_2015_Remedy_Notes.pdf
http://www.geomerics.com/wp-content/uploads/2015/08/CEDEC_Geomerics_ReconstructingDiffuseLighting1.pdf
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« Reply #159 on: October 22, 2015, 08:37:06 PM »

https://www.artstation.com/artwork/real-displacement-textures
https://www.artstation.com/artwork/lara-rise-of-the-tomb-raider
http://fractalfantasy.net/#/4/uncanny_valley
http://omoss.io/work/verizondoor
https://www.shadertoy.com/view/XlBSRz
https://www.artstation.com/artwork/real-displacement-textures
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