“Game graphics pick ups 2019/02 part0”
Here's the chapters I edited for Ray Tracing Gems as a free PDF download:https://t.co/vJfoU3rdk6 pic.twitter.com/i1BCul4Jk9
— Morgan McGuire (@CasualEffects) February 24, 2019
To guide eye direction in our first VR short #DisneyCycles, we developed a new technique inspired by the experience of human memory. Much like how our memories tend to focus on the action in front of us, the view darkens if the viewer looks away from the characters. #TechTuesday pic.twitter.com/7H25kkZ6zM
— Disney Animation (@DisneyAnimation) January 29, 2019
A few interesting posts on the Eidos website (thread):
— Kostas Anagnostou (@KostasAAA) February 7, 2019
Deferred+: next-gen culling and rendering for dawn engine https://t.co/BOGJKXif9e
THE RENDERING TECHNIQUES OF DEUS EX AND TOMB RAIDER https://t.co/3opGZUMz1c!
— Render Hub (@render_hub) February 6, 2019
Mike Stavrides from @Bungie gave a talk on #VFX for games and the way he worked on incredible effects for #Destiny2:https://t.co/ukARixdr09#Destiny #gamedev #3dart #3dsmax #gamedesign #simulation #particles @DestinyTheGame @Adsk3dsMax pic.twitter.com/096yc7qg7a
— 80 LEVEL (@80Level) February 6, 2019
Great presentation by @kenpex showing an insight into graphics research. https://t.co/PtfKIcYqyc
— ZeroLight Tech (@TechZerolight) February 21, 2019
"Errors in our models pushed artists to author with "wrong" parameters. Artists will tweak knobs until things look pretty, doesn't matter what the knobs mean in your physics/math." 😂 pic.twitter.com/rZgLUHNZdu
Realistic Rendering Approaches for Snow Covers https://t.co/QfjfY3nvj0
— Kostas Anagnostou (@KostasAAA) February 23, 2019
.@EmbarkStudios (formed by former DICE talents) have recently revealed a new #UE4 demo made using #Substance & #Blender. Looks stunning!https://t.co/BukzPXb2kT#gamedev #3dart #b3d #blender3d #unrealengine #substancepainter #substancedesigner @Allegorithmic @UnrealEngine pic.twitter.com/NXcLmjfpme
— 80 LEVEL (@80Level) February 20, 2019
"Game Tech Deep Dive: A window into Playground Games' latest shader development" https://t.co/JrvRacpGUp
— Render Hub (@render_hub) January 14, 2019
OptiX 6 with RTX support is out: https://t.co/agSCHhnEJj Lots of goodies, including faster tracing, compile, accelerated denoising, and mGPU texturing
— Anton Kaplanyan (@Kaplanyan) February 6, 2019
Hey, remember that time @iquilezles made a 224 byte demo in mspaint?https://t.co/FK8z6TKA7x
— Alan Wolfe👽🐺🎃 (@Atrix256) February 7, 2019
#QuixelMixer beta is now free! Find other great news from the #Megascans team inside:https://t.co/LywLOjZMjQ#gamedev #indiedev #3dart #quixel @quixeltools pic.twitter.com/q9J9WUwVNx
— 80 LEVEL (@80Level) January 30, 2019
Programming tricks in Shadertoy / GLSL https://t.co/Ff0iQkz5TE
— Render Hub (@render_hub) February 1, 2019
How a Multi-Threaded Renderer Works https://t.co/Fm4fVzbZoj
— Render Hub (@render_hub) January 24, 2019
Directional shadowd https://t.co/EGmsX6YVFG
— Render Hub (@render_hub) February 2, 2019
Decoding a Projection Matrix https://t.co/Rv0o6SFtE0
— Render Hub (@render_hub) January 30, 2019
Unity GPU culling experiments Part2 – optimizations https://t.co/8mSPUVkcJG
— Kostas Anagnostou (@KostasAAA) February 4, 2019
Adobe acquires @Allegorithmic!https://t.co/mH8fFeZ3KE
— Borja Morales (@reality3d) January 23, 2019
Inside Facebook 3D Photos: Parallax Shaders https://t.co/WXcVTmIAFj
— Kostas Anagnostou (@KostasAAA) February 11, 2019
Have a look at this awesome leaf generator created in #SubstanceDesigner by @MaximilienVert. More shots rendered with #Blender inside:https://t.co/Sr9Mls8Mbx#gamedev #indiedev #3dart #substance #materials #blender3d #b3d #gamedesign @Allegorithmic @blender_org @BlenderNation pic.twitter.com/YxFqk9aIOI
— 80 LEVEL (@80Level) February 18, 2019
Nice tutorial on raymarching distance fields: https://t.co/EMu3X7MPFd
— Kostas Anagnostou (@KostasAAA) January 21, 2019
Finally! Animation nodes with vertex Col. Thank you guys @3DSinghVFX @OmarSquircleArt @jimmygunawanapp @JacquesLucke #b3d #Eevee pic.twitter.com/kTioWyEj4S
— Daniel Paul (@Bambushacker) February 22, 2019
Rendering process in Shadow Fight 3 https://t.co/yzgqSDd1TN
— Render Hub (@render_hub) February 21, 2019
Play Q2VKPT, the first fully path-traced game on RTX, available now!https://t.co/uZsO63C466
— Christoph Schied (@c_schied) January 18, 2019
(Vulkan/VK_NV_RAYTRACING, raytracing only, denoised w/ A-SVGF https://t.co/E0jjgLciDF)
Happy to finally release. Hope it serves as a proof-of-concept and a sandbox for future research! pic.twitter.com/PEGHcLw2A7
I added flame chart profiler output option to Clang, so I could see where exactly time goes while it's compiling. Already found some good stuff! Here's a blog post with info https://t.co/IPJvdaEX0n pic.twitter.com/BfXEY9UGpr
— Aras Pranckevičius (@aras_p) January 16, 2019
stretchy world pic.twitter.com/r15fSr6RB0
— Yujin Ariza (@YujinAriza) February 21, 2019
Volume Rendering with WebGL https://t.co/3Iv5lBnjAY
— Kostas Anagnostou (@KostasAAA) January 16, 2019
Wanted to learn a bit about shaders and @GoogleARVR's #ARCore #AugmentedFaces, so made this (still slightly glitchy) realtime version of @BOLL7708's avatar. pic.twitter.com/IBkmwZ4qDB
— Ryan Sullivan (@deprecatedcoder) February 23, 2019
My new blog on using Instancing in Unity to render enemy health bars in one draw call: https://t.co/GrxZitrcnZ
— Steve Streeting (@stevestreeting) February 22, 2019
There was quite a lot of interest in this, so I spent far too long writing this up today 😂 Please RT to make it worth my while!#unitytips #madewithunity @unity3d pic.twitter.com/Mf7AE9OQnz
Creating an Interactive Vertex Effect using Shader Graph https://t.co/fqLvEuofct
— Render Hub (@render_hub) February 12, 2019
Video Games & Complex Bokeh Blur https://t.co/vMwRcXEEqP
— Render Hub (@render_hub) February 13, 2019
A closer look at the #animation behind #kda – #popstars shared by Remy Terreaux, Lead Animator at #Fortiche:https://t.co/fLLGimcsfM#gamedev #3dart #LeagueOfLegends @riotgames @LeagueOfLegends pic.twitter.com/wECXTVIiC5
— 80 LEVEL (@80Level) January 13, 2019
I'm impressed by the dedication of one person to reverse engineer the effects of The Witcher 3: https://t.co/6eWvmRDe4h
— Eric Haines (@pointinpolygon) January 11, 2019
My new CSG algorithm is actually starting to look like CSG ;p pic.twitter.com/BA8fTMsvrv
— Sander van Rossen (@logicalerror) February 15, 2019
Rotating a single vector using a quaternion https://t.co/TkfyPkup2H
— Render Hub (@render_hub) February 17, 2019
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