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October 21, 2019, 06:19:04 PM

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TIGSource ForumsDeveloperArt (Moderator: JWK5)game art tricks
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gimymblert
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« Reply #80 on: October 08, 2014, 07:47:27 AM »

http://killscreendaily.com/articles/heres-everything-you-could-ever-want-know-about-destinys-hair/?utm_content=bufferf8a1d&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer

http://advances.realtimerendering.com/destiny/siggraph2014/heads/siggraph_2014_destiny_hair_pipeline.pdf
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« Reply #81 on: October 13, 2014, 01:35:37 PM »

http://cedricpinson.github.io/ParisWebGL2014/?theme=night/#/
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« Reply #82 on: October 14, 2014, 11:50:15 AM »

https://twitter.com/konjak/status/522067217350160384/photo/1
http://www.eurogamer.net/articles/digitalfoundry-2014-the-making-of-forza-horizon-2
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« Reply #83 on: October 29, 2014, 11:45:37 AM »

Procedural and gpu
http://peterwonka.net/Publications/pdfs/2014.EG.Steinberger.ParallelGeneration.pdf






walking generation for animal
http://grail.cs.washington.edu/projects/inverse_locomotion/
« Last Edit: October 29, 2014, 11:55:20 AM by Gimym JIMBERT » Logged

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« Reply #84 on: November 04, 2014, 11:59:52 AM »

PBR (frostbite)
http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf

http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/

http://www.game-connection.com/physically-based-rendering-frostbite
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« Reply #85 on: November 08, 2014, 02:30:58 PM »

battlefield 4 on IOS 8
http://www.frostbite.com/2014/11/frostbite-tech-demo-battlefield-4-on-ios/

the limit of current PBR
http://seblagarde.wordpress.com/2014/11/03/siggraph-2014-moving-frostbite-to-physically-based-rendering/

voxelisation of deth buffer in real time for Screenspace reflection
http://industrialarithmetic.blogspot.co.uk/2014/11/depth-buffer-fusion-for-real-time.html

Lord of fallen
http://de.slideshare.net/philiphammer/the-rendering-technology-of-lords-of-the-fallen-game-connection-europe-2014

Realtime rendering resource book
http://www.realtimerendering.com/

grass in grid
http://blog.codemasters.com/grid/10/rendering-fields-of-grass-in-grid-autosport/

misc
http://www.makinggames.biz/features/building-your-own-engine-part-1-getting-ready-for-the-next-generation,6305.html

http://eheitzresearch.wordpress.com/research/

https://tel.archives-ouvertes.fr/tel-01073518

http://cg.ivd.kit.edu/HSLT.php

http://blog.codemasters.com/wp-content/uploads/2014/10/Rendering-Fields-of-Grass-using-DirectX11-in-GRID-Autosport.pdf

http://twvideo01.ubm-us.net/o1/vault/gdceurope2010/slides/A_Schober_Advanced_Screenspace_Antialiasing.pdf
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« Reply #86 on: November 21, 2014, 02:47:37 PM »

Stuff
http://www.reedbeta.com/blog/2014/11/15/antialiasing-to-splat-or-not/

http://placeholderart.wordpress.com/2014/11/16/implementing-a-physically-based-camera-understanding-exposure/
http://placeholderart.wordpress.com/2014/11/21/implementing-a-physically-based-camera-manual-exposure/


education
http://www.scratchapixel.com/
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« Reply #87 on: November 23, 2014, 02:19:01 PM »

http://willychyr.com/tag/edge-detection/

http://ogldev.atspace.co.uk/www/tutorial39/tutorial39.html

http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter26.html
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« Reply #88 on: November 24, 2014, 08:24:25 AM »

http://www.marmoset.co/toolbag/learn/pbr-conversion
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« Reply #89 on: December 02, 2014, 06:48:44 PM »

Non photo realistic presentation gdc vault
http://www.gdcvault.com/play/1018172/The-Walking-Dead-Crafting-a (walking dead)

http://www.gdcvault.com/play/1709/Style-in-Rendering-The-History (Afro samurai)
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« Reply #90 on: December 06, 2014, 01:52:25 PM »

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« Reply #91 on: December 10, 2014, 05:25:23 AM »

volumetric fog
http://bartwronski.files.wordpress.com/2014/08/bwronski_volumetric_fog_siggraph2014.pdf

Source
http://bartwronski.com/publications/
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« Reply #92 on: December 17, 2014, 08:29:30 AM »

Quote
Lunch with graphics programmers. This was inevitable.

https://twitter.com/YuriyODonnell/status/532865181500846080


PBR camera exposure
http://placeholderart.wordpress.com/2014/11/16/implementing-a-physically-based-camera-understanding-exposure/
http://placeholderart.wordpress.com/2014/11/21/implementing-a-physically-based-camera-manual-exposure/
http://placeholderart.wordpress.com/2014/12/15/implementing-a-physically-based-camera-automatic-exposure/

Importing Cubemaps From Single Image
http://aras-p.info/blog/2014/12/13/importing-cubemaps-from-single-images/

Artist Friendly Metallic Fresnel
http://jcgt.org/published/0003/04/03/

Designing a next-generation post-effects pipeline
http://bartwronski.com/2014/12/09/designing-a-next-generation-post-effects-pipeline/

Unreal Engine 4.6 Release Notes
https://forums.unrealengine.com/showthread.php?53230-Unreal-Engine-4-6-Released

Inverse trigonometric functions GPU optimization for AMD GCN architecture
https://seblagarde.wordpress.com/2014/12/01/inverse-trigonometric-functions-gpu-optimization-for-amd-gcn-architecture/

IBLBaker (Image Based Lighting Baker).
http://www.derkreature.com/iblbaker

readings on physically based rendering (update)
http://interplayoflight.wordpress.com/2013/12/30/readings-on-physically-based-rendering/

Tutorial: PBR Texture Conversion (from traditional texturing to pbr)
http://www.marmoset.co/toolbag/learn/pbr-conversion

http://en.m.wikipedia.org/wiki/Kibibyte
Quote
The kibibyte was designed to replace the kilobyte in some computer science contexts, where kilobyte used to mean 1024 bytes. The interpretation of the kilobyte to denote 1024 bytes, conflicting with the SI definition of the prefix kilo (1000), is still common in some computer science contexts.


https://dl.dropboxusercontent.com/u/5205843/ProDBG-Presentation.pdf


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« Reply #93 on: December 17, 2014, 08:59:53 AM »

Wind waker completed graphic analysis
http://simonschreibt.de/gat/zelda-wind-waker-hyrule-travel-guide/#history
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« Reply #94 on: December 17, 2014, 09:38:05 AM »

HANDPLANE IS FREE (normal baking)
http://www.polycount.com/2014/04/16/handplane-1-4-release/
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« Reply #95 on: December 17, 2014, 10:18:39 AM »

Baking normal
http://www.polycount.com/2014/11/26/skewmesh-tutorial/
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« Reply #96 on: December 17, 2014, 10:19:49 AM »

Tutorial with dota 2
http://www.polycount.com/thiago-vidottos-dota2-tutorials-and-guides/
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« Reply #97 on: December 17, 2014, 10:22:59 AM »

Composition for 3D artist

http://www.polycount.com/composition-guide-for-3d-artists-by-thiago-vidotto/
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« Reply #98 on: December 17, 2014, 10:30:50 AM »

Harry Potter Spell Book Breakdown

https://drive.google.com/file/d/0By01RVm2KLyQU003WFZ2M3JwdXc/view

http://www.polycount.com/forum/showthread.php?t=142382
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« Reply #99 on: December 19, 2014, 11:00:54 PM »

disney realistic CG study of the eyes
http://www.adafruit.com/blog/2014/12/11/hyper-realistic-animated-eyeballs/
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