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TIGSource ForumsDeveloperArt (Moderator: JWK5)game art tricks
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gimymblert
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« Reply #280 on: August 07, 2017, 11:31:19 PM »

http://www.flipcode.com/archives/Realtime_Voxel_Landscape_Engines-Part_1_Introduction.shtml
Realtime Voxel Landscape Engines
http://www.massal.net/article/voxel/
Voxel terrain engine design
http://www.alrj.org/docs/3D/voxel/Realisation.html
PAYSAGES 3D PAR LA TECHNIQUE DU VOXEL ET DU RAY SURFING
(the old heightmap way, Comanche style)


Old 3d stuff
http://www.flipcode.com/archives/articles.shtml


http://in2gpu.com/2014/06/27/stitching-and-lod-using-tessellation-shaders-for-terrain-rendering/
STITCHING AND LOD USING TESSELLATION SHADERS FOR TERRAIN RENDERING

http://in2gpu.com/2014/07/12/tessellation-tutorial-opengl-4-3/
TESSELLATION TUTORIAL FOR OPENGL 4.3
« Last Edit: August 07, 2017, 11:48:01 PM by gimymblert » Logged

gimymblert
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« Reply #281 on: August 08, 2017, 12:52:28 AM »




plazma sphere 2
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JobLeonard
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« Reply #282 on: August 08, 2017, 05:55:19 AM »

Cool stuff Smiley

EDIT: Also, I would really like to see someone take this to zucconi_9, because I can still see differences, and I'm protanomalous!
« Last Edit: August 08, 2017, 06:03:31 AM by JobLeonard » Logged
gimymblert
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« Reply #283 on: August 09, 2017, 01:26:25 AM »

I was wondering if there was an app to test sensibility to colors, something to calibrate "eye data" lol

Also
https://www.assetstore.unity3d.com/en/#!/content/19039
Color Blindness Simulator for Unity
FREE

https://www.assetstore.unity3d.com/en/#!/content/76360
Colorblind Effect
FREE

https://www.assetstore.unity3d.com/en/#!/content/61299
UGUI Color-Blind Utility
FREE

https://www.assetstore.unity3d.com/en/#!/content/17418
NGUI Add-On: Color-Blind Utility
FREE

https://www.assetstore.unity3d.com/en/#!/content/61448
xCBM: Color Blindness Master
Not free

EDIT:
Not read yet
https://www.aavso.org/calibration-human-eye-0
« Last Edit: August 09, 2017, 01:31:31 AM by gimymblert » Logged

JobLeonard
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« Reply #284 on: August 09, 2017, 02:06:57 AM »

EDIT: NVM, I see that you meant the reverse, like a colourblind preview for colornormal people.


The Enchroma test is pretty good, and it is in their interest to not have false positives because it would create unhappy customers:

http://enchroma.com/test/instructions/

They even tell you when their glasses probably won't work for you.
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gimymblert
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« Reply #285 on: August 09, 2017, 06:09:29 AM »

What I meant with eye calibration is to have a profile to the wavelength level lol ie like in the Rainbow reconstruction article. No two artist can agree about the right tint of magenta, that might explain why and mayeb it's about where the peak is, ROFL
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gimymblert
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« Reply #286 on: August 09, 2017, 06:17:08 AM »

https://neginfinity.bitbucket.io/2016/11/raytraced-primitives-in-unity3d-part-5-distance-fields.html#raytraced-primitives-in-unity3d-part-5-distance-fields
"Raytraced primitives in unity3d (part 5): distance fields"
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JobLeonard
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« Reply #287 on: August 09, 2017, 11:42:25 PM »

What I meant with eye calibration is to have a profile to the wavelength level lol ie like in the Rainbow reconstruction article. No two artist can agree about the right tint of magenta, that might explain why and mayeb it's about where the peak is, ROFL
Yeah I wouldn't be surprised if the mixed "not real" colours (purple and so on) are super-sensitive to even slight distortions, because they rely on multiple cones. I suspect it's kind of like interference, which is also a result of two overlaid patterns that are ultra-sensitive to change - which is why we use it to measure things that need high precision
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oahda
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« Reply #288 on: August 11, 2017, 12:33:23 AM »

"Unite 2015 - A coder's guide to spline-based procedural geometry":



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gimymblert
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« Reply #289 on: August 11, 2017, 04:41:18 AM »

This one should probably be more in progen but the difference is so tenuous it's semantic lol
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oahda
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« Reply #290 on: August 11, 2017, 04:51:18 AM »

Yeah, feel free to repost it there too. p:
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gimymblert
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« Reply #291 on: August 11, 2017, 04:56:39 AM »

It's fine, just teasing lol (reposting on progen)
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gimymblert
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« Reply #292 on: August 12, 2017, 04:18:19 PM »

May need that for hair?
https://medium.com/@bgolus/anti-aliased-alpha-test-the-esoteric-alpha-to-coverage-8b177335ae4f
Anti-aliased Alpha Test: The Esoteric Alpha To Coverage

https://forum.unity3d.com/threads/fixing-screen-space-directional-shadows-and-anti-aliasing.379902/
"Fixing" Screen Space Directional Shadows and Anti-Aliasing

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oahda
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« Reply #293 on: August 16, 2017, 05:11:16 AM »

https://imgur.com/a/Q6Nwa

harr harr harr Cheesy

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JobLeonard
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« Reply #294 on: August 16, 2017, 05:39:26 AM »

As far as Bethesda is concerned, that is actually pretty elegant. But then again, compared to the train hack in Fallout 3 almost everyting is Tongue
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oahda
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« Reply #295 on: August 16, 2017, 06:39:01 AM »

Yeah, that's a great one.
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gimymblert
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« Reply #296 on: August 16, 2017, 07:14:48 AM »

It's kinda AI but I put it there because it's relying on "visual trick" like where the camera look to play an animation



The Lamb of Columbia | The AI of BioShock Infinite's Elizabeth
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gimymblert
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« Reply #297 on: August 16, 2017, 07:27:07 AM »




Behind the Scenes of the Cinematic Dialogues in The Witcher 3: Wild Hunt

That was quite interesting, especially with the current inclusion of timeline, playable and cinemachine within unity. Also many animation can be retargeted in unity to reach the number they are telling.
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gimymblert
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« Reply #298 on: August 26, 2017, 08:48:11 PM »

https://blog.demofox.org/2016/02/22/gpu-texture-sampler-bezier-curve-evaluation/
GPU Texture Sampler Bezier Curve Evaluation

https://blog.demofox.org/2016/12/16/analyticsurfacesvolumesgpu/
Evaluating Points on Analytical Surfaces and in Analytical Volumes Using the GPU Texture Sampler

https://blog.demofox.org/2016/12/08/evaluating-polynomials-with-the-gpu-texture-sampler/
Evaluating Polynomials with the GPU Texture Sampler

https://blog.demofox.org/2017/05/07/improved-storage-space-efficiency-of-gpu-texture-sampler-bezier-curve-evaluation/
Improved Storage Space Efficiency of GPU Texture Sampler Bezier Curve Evaluation

https://blog.demofox.org/2014/06/30/distance-field-textures/
Distance Field Textures
« Last Edit: August 26, 2017, 09:09:02 PM by gimymblert » Logged

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« Reply #299 on: August 26, 2017, 10:16:30 PM »

https://www.rockpapershotgun.com/2017/08/25/how-everything-conjures-infinity-with-camera-tricks/
How Everything conjures infinity with camera tricks

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