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TIGSource ForumsDeveloperArt (Moderator: JWK5)game art tricks
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Author Topic: game art tricks  (Read 193916 times)
oahda
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« Reply #440 on: August 16, 2018, 10:56:18 PM »

coooool
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eyeliner
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I'm afraid of americans...


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« Reply #441 on: August 17, 2018, 12:59:35 AM »

Was that your work, JobLeonard?
The results are very good.
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Yeah.
JobLeonard
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« Reply #442 on: August 17, 2018, 02:54:14 AM »

Holy shit no, I wish Cheesy
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gimymblert
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« Reply #443 on: August 18, 2018, 12:51:02 PM »

Archivage:
ps2 light scattering effect on onimush 2
http://www.watch.impress.co.jp/game/docs/20030916/oni3_2.htm

also inside soft shadows with hard contact
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gimymblert
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« Reply #444 on: August 22, 2018, 12:45:56 PM »

http://www.gamasutra.com/blogs/RobWare/20180226/313491/Fast_2D_shadows_in_Unity_using_1D_shadow_mapping.php
Fast 2D shadows in Unity using 1D shadow mapping
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gimymblert
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« Reply #445 on: September 01, 2018, 02:37:40 PM »

https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf
Horizon-Based Indirect Lighting (HBIL)
The ideal companion for your far-field indirect lighting solution.
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JobLeonard
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« Reply #446 on: September 04, 2018, 02:08:15 AM »

@Fast 2D shadows in Unity using 1D shadow mapping

Isn't that basically the following with a few optimisations? (mentioning it as a point of comparison, for easier grokking)
Quote
Detailed here is an approach to 2D pixel-perfect lights/shadows using shaders and the GPU. Because of the high fill rate and multiple passes involved, this is generally less performant than geometry shadows (which are not per-pixel). My technique is implemented in LibGDX, although the concepts can be applied to any OpenGL/GLSL framework.

The basic steps involved are (1) render occluders to a FBO, (2) build a 1D shadow map, (3) render shadows and sprites.
https://github.com/mattdesl/lwjgl-basics/wiki/2D-Pixel-Perfect-Shadows



@Horizon-Based Indirect Lighting (HBIL)

Cool! Looks really good in motion:





He also gave a seminar, for those who prefer that:


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gimymblert
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« Reply #447 on: September 05, 2018, 04:11:43 PM »

https://ndotl.wordpress.com/2018/08/29/baking-artifact-free-lightmaps/
Baking artifact-free lightmaps on the GPU
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gimymblert
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« Reply #448 on: September 20, 2018, 06:25:09 PM »

https://devblogs.nvidia.com/introduction-turing-mesh-shaders/
Introduction to Turing Mesh Shaders
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gimymblert
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« Reply #449 on: September 21, 2018, 08:09:10 AM »

http://www.gamasutra.com/view/news/323791/Creating_the_satisfying_swoosh_effect_in_Super_Luckys_Tale.php
Creating the satisfying 'swoosh' effect in Super Lucky's Tale
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gimymblert
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« Reply #450 on: September 21, 2018, 08:40:07 PM »

http://advances.realtimerendering.com/s2018/Siggraph%202018%20HDRP%20talk_with%20notes.pdf
The road toward unified rendering
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JobLeonard
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« Reply #451 on: September 23, 2018, 11:46:29 AM »

By the way, another way to solve the tiling problem with procgen:

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Wang Tiles For Image And Texture Generation

We present a simple stochastic system for non-periodically tiling the
plane with a small set of Wang Tiles.  The tiles may be filled with
texture, patterns, or geometry that when assembled create a contin-
uous representation.  The primary advantage of using Wang Tiles is
that once the tiles are filled, large expanses of non-periodic texture
(or patterns or geometry) can be created as needed very efficiently
at runtime.
http://www.cs.ucr.edu/%7Evbz/cs230papers/cohen_wang_tile.pdf
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gimymblert
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« Reply #452 on: September 28, 2018, 01:24:43 PM »

https://forum.unity.com/threads/making-a-toon-shader-step-by-step-guide.561952/#post-3727837
Making a Toon Shader (Step by Step guide)




https://forum.unity.com/threads/polygon-jitter-shader-possible-to-port-parts-of-my-unlit-shader-to-a-standard-surface-shader.561955/#post-3727855
Polygon jitter shader? Possible to port parts of my unlit shader to a standard surface shader?
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I am new to shaders and here asking for help as to whether this is possible or not (assuming it is). I'm currently working with an unlit shader and was attempting to add polygon jitter to simulate the PSX style graphics which to my knowledge I have done very simply with the code below. (default unlit shader with a small edit. Skip down below code and I explain what I changed from the default shader)
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gimymblert
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« Reply #453 on: October 03, 2018, 04:22:09 AM »

Oldies but still goodies, interior mapping tutorial:



https://www.reddit.com/r/gamedev/comments/9kpn53/those_awesome_spiderman_ps4_fake_interiors_you/
http://www.proun-game.com/Oogst3D/CODING/InteriorMapping/InteriorMapping.pdf
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gimymblert
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« Reply #454 on: October 03, 2018, 12:31:46 PM »




3D scanning for free! - Tutorial
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JobLeonard
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« Reply #455 on: October 04, 2018, 02:55:43 AM »

Wow, cool! Didn't know these tools even existed!
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gimymblert
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« Reply #456 on: October 04, 2018, 08:01:32 AM »

They existed before photogrammetry made the boom, before agisoft, but if you were to believe some people who bash me for it, it wasn't possible Huh? In fact I shared them in vaporware thread, but now there is significantly more accessible video due to the said boom of the techniques.

Also use the delighting tool and workflow of unity to get better final result.
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gimymblert
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« Reply #457 on: October 04, 2018, 11:26:06 AM »

http://copypastepixel.blogspot.com/2017/04/real-time-global-illumination.html
Real Time Global Illumination
http://jcgt.org/published/0005/04/02/
Real-Time Global Illumination Using Precomputed Illuminance Composition with Chrominance Compression

https://caseymuratori.com/blog_0010
THE COLOR OF NOISE
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JobLeonard
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« Reply #458 on: October 12, 2018, 05:19:22 AM »

They existed before photogrammetry made the boom, before agisoft, but if you were to believe some people who bash me for it, it wasn't possible Huh? In fact I shared them in vaporware thread, but now there is significantly more accessible video due to the said boom of the techniques.
People reject the unknown, even if it would benefit them Facepalm

Cool use of neural networks to generate textures:





Quote
The paper "Differentiable Image Parameterizations" is available here:
https://distill.pub/2018/differentiable-parameterizations/

Distill editorial article - see how you can contribute here:
https://distill.pub/2018/editorial-update/

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JobLeonard
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« Reply #459 on: October 15, 2018, 11:26:49 AM »

Does this count? My weekend project: implementing and experimenting with Adrian Secord's stippling algorithm

https://beta.observablehq.com/@jobleonard/untitled

Original, unbiased stipples, edge-biased stipples:





https://imgur.com/a/qpDIjCR

The process is too slow for real-time (even if one were to port it and optimize it), but it may be useful for generating assets? Very good at creating a fake analogue look
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