Game graphics pickups 2018/11 Part0
The good news just don't stop coming in today. Look at these amazing lossless 4k shots of @Battlefield V. Rumors have it that all the credits go to the amazing @Berduu .
Check them out on the DICE flickr here: https://t.co/isfHpZssx6 pic.twitter.com/seJEbA3Wsh
— DICE (@EA_DICE) November 1, 2018
BREAKING: !!!MAPS MAPS MAPS!!!
Tell me about all your feels, thoughts, questions, concerns, hypes, favorites and more.https://t.co/kWv1O5WUfc— DICE (@EA_DICE) November 1, 2018
"Effectively Integrating RTX Ray Tracing into a Real-Time Rendering Engine" https://t.co/dJOndLXDXe #graphicsprogramming
— Render Hub (@render_hub) October 29, 2018
Real-Time Holography Simulation! Full video: https://t.co/hxFSQm0S81 pic.twitter.com/hNjm6jqxUf
— Two Minute Papers 📜 (@twominutepapers) October 31, 2018
Holy s**t this is amazing!
When you're so bored, you'd literally stand there and watch noisy TV. pic.twitter.com/caww7QE0ZP— Ashwin Sinha (@ashwinning) October 31, 2018
Displacement (for snow accumulation) happens in vertex shader. The normal map of the base material only effects the fragment shader. If not for mip mapping and aliasing I would have unpacked the normal map in vertex shader pic.twitter.com/SakabeHt0R
— Shahriar Shahrabi (@IRCSS) October 30, 2018
Antoine Louisia broke down his stylized Lighthouse diorama and talked about water simulation.https://t.co/DIaaxymeRW#gamedev #3dart #UE4 #SubstancePainter #SubstanceDesigner #ZBrush #3dsmax #3dcoat #Houdini @UnrealEngine @Allegorithmic @Adsk3dsMax @sidefx @3DCoatOfficial pic.twitter.com/uDj7FPabZt
— 80 LEVEL (@80Level) October 29, 2018
Membrane. – #gif #art #everyday #aftereffects #loop #visuals #animation #vjloop #vj pic.twitter.com/hBMj6XBrD9
— Erica Anderson 🥧 (@ericaofanderson) November 1, 2018
"Growing Pains in Engine Development" https://t.co/RvkEONAzOz #graphicsprogramming
— Render Hub (@render_hub) October 28, 2018
As promised, I put my simple DXR path tracer on GitHub! Feel free to hack away if you want something to start with instead of writing your own from scratch. https://t.co/X8tuRB4ks8
— Matt Pettineo (@MyNameIsMJP) October 29, 2018
"Scriptable Rendering Pipeline: Custom Shaders" https://t.co/uiEwYDIx1x #graphicsprogramming #unity3d
— Render Hub (@render_hub) October 31, 2018
After all the scares of #Halloween, here’s a #soothing #realtime #treat to begin your #November. Created by Andrew Rodriguez using #UnrealEngine, #SpeedTree, #Cinema4D, and #Photoshop. See more on #ArtStation!https://t.co/jBKDIBrfwD#ArtistSpotlight #VR #Wellness #Serene #3D pic.twitter.com/wJGgwqvaAi
— SpeedTree (@SpeedTreeInc) November 1, 2018
I finally implemented destruction that respects the different material properties used in voxel models. pic.twitter.com/jx7K8ubYOh
— Dennis Gustafsson (@tuxedolabs) October 31, 2018
"NVIDIA Announces Nsight Graphics 2018.6!" https://t.co/oWd4YPzDKH #graphicsprogramming
— Render Hub (@render_hub) October 31, 2018
"Pathtracer 16: Burst SIMD Optimization" https://t.co/EzZbQJDGB3 #graphicsprogramming #unity3d
— Render Hub (@render_hub) October 30, 2018