Game graphics pickups 2018/9 Part3
What if the awesome Spiderman game was made by @NetherRealm?
😉 pic.twitter.com/HyRcEObFgv— Ed Boon (@noobde) September 27, 2018
I was playing Spider-Man when I noticed a building that looked familiar… pic.twitter.com/zDOmmNfTCG
— Rob Pagan (@theRobertPagan) September 25, 2018
Interior Mapping: rendering real rooms without geometry https://t.co/VTLMYhelnB
— Kostas Anagnostou (@KostasAAA) September 28, 2018
"Shader Showcase Saturday #10: Fortnite Procedural Animations" https://t.co/J06foUZg4o #graphicsprogramming
— Render Hub (@render_hub) September 18, 2018
"Introduction to Turing Mesh Shaders" https://t.co/8FGlF84sLj #graphicsprogramming
— Render Hub (@render_hub) September 17, 2018
Scene capture actors render the scene's depth, color and normal information which is then used to reconstruct the environment within a Niagara particle system. Kinetic and potential particle energy is visualized as emissive light. The visuals will be tweaked.#UE4Niagra #techart pic.twitter.com/DltiUxtxzl
— Jonathan Lindquist (@TechArtJon) September 27, 2018
This Niagara demo can be examined in UE4's content examples project. #UE4Niagara #gamedev #techart pic.twitter.com/tsddhDWBh3
— Jonathan Lindquist (@TechArtJon) September 27, 2018
Mederic Chasse, #VFX Technical Director at @ubisingapore, discussed the real-time VFX field, the current stage of the real-time graphics development, and more. https://t.co/4rNvxEwN6V #Houdini #gamedev #indiedev #3dart #gamedesign #simulation #particles @sidefx pic.twitter.com/aWxaXopXt9
— 80 LEVEL (@80Level) September 20, 2018
A new character prototype from @SquareEnix and @SQEX_VW. You can even use it to create your own content. https://t.co/Muk3OJkcWL #gamedev #indiedev #3dart #gamedesign #3dmodeling pic.twitter.com/SBzPI3phR3
— 80 LEVEL (@80Level) September 28, 2018
This might be a great way to make cut scenes feel more natural. "The Virtual Camera Plugin enables a user to drive a Cine Camera in Unreal Engine 4 (UE4) using an iPad Pro in a virtual production environment." https://t.co/Cpl5D7YOzj https://t.co/gJAoW23yT3
— artbyrens (@artbyrens) September 28, 2018
"Turing Variable Rate Shading in VRWorks" https://t.co/qw4SIIxeej #graphicsprogramming
— Render Hub (@render_hub) September 26, 2018
#NVIDIA Blog posts with more details about Turing Multi-View Rendering: https://t.co/91XlYDLvpW
And Variable Rate Shading: https://t.co/3HzreX4UOO— Cyril Crassin (@Icare3D) September 25, 2018
I published a new blog post with an overview of the new OpenGL and Vulkan extensions for the NVIDIA Turing architecture : https://t.co/Gzjxav5XGu
— Cyril Crassin (@Icare3D) September 19, 2018
Visualizing floating point precision loss, or "why #gamedev stuff behaves badly far from the origin"
The blue dot is end of the desired vector. The black dot snaps to the closest representable point (in a simplified floating point grid with only 4 mantissa bits) pic.twitter.com/o1HKYByIbS
— 🏳️🌈Douglas🏳️🌈 (@D_M_Gregory) September 23, 2018
"Spherical Gaussian Encoding" https://t.co/uu6fWnwmtv #graphicsprogramming
— Render Hub (@render_hub) September 26, 2018
Another one: "Random Talk About Code", again done at Unity Vilnius office. About code, future proofing, navigating a codebase, navigating an organization. Random! https://t.co/JLNsiUC36z
— Aras Pranckevičius (@aras_p) September 26, 2018
The progressive GPU lightmapper preview finally is available in the latest #unity3d beta! https://t.co/DLGXaLDypk
— Kasper Engelstoft (@KEngelstoft) September 27, 2018
Dynamic underwater photos look like dramatic Baroque paintings. https://t.co/fN3YpSEnzC pic.twitter.com/h9FdLkXwzR
— My Modern Met (@mymodernmet) September 28, 2018
Modeller: This took me months, but it'll be worth it to see my work on the big screen.
Compositor: Yeah about that pic.twitter.com/BSNOckzodT— Andrew Price (@andrewpprice) September 27, 2018