“Game graphics pick ups 2019/04 part0”
I've just added "GPU Driven Rendering and Virtual Texturing" and "‘Cultist Simulator’: Designing an Experimental Game for Commercial Success" to the GDC 2019 links page: https://t.co/vEqbtYZswe
— Kostas Anagnostou (@KostasAAA) March 26, 2019
So! I'm told there's a Unity build with raytracing (DXR) goodies, i.e. HD render pipeline with optional raytracing for various bits. Here on github: https://t.co/9YGAEOn6bg pic.twitter.com/bmG27yWYlH
— Aras Pranckevičius (@aras_p) April 9, 2019
.@Kloki91 did a breakdown of his beautiful Cartoon Water Shader made in #UE4: waterfall, waves, caustic effect, interaction, color, and morehttps://t.co/7QtKcXsLIm#gamedev #indiedev #3dart #unrealengine #gamedesign @UnrealEngine pic.twitter.com/JlOvW1Et47
— 80 LEVEL (@80Level) March 21, 2019
MS just published D3D11 spec and some D3D12 feature specs: https://t.co/CQJvuWa4OS
— Krzysztof Narkowicz (@knarkowicz) April 9, 2019
Technical interview on ray tracing optimization in Metro: Exodushttps://t.co/ZgRojGmIak
— Morgan McGuire (@CasualEffects) April 9, 2019
Source Code for "Ray Tracing Gems" book: https://t.co/vI8gl2Y2iB
— Kostas Anagnostou (@KostasAAA) March 14, 2019
I made a new particle collision module for Niagara and a vehicle damage system for this year's GDC demo. You can see the results here 🙂 pic.twitter.com/BG9d0XFjVp
— Jonathan Lindquist (@TechArtJon) April 9, 2019
Variable Rate Shading is coming to DX12. Also nice that hardware support is widening. https://t.co/UAkU92SjLH
— Kostas Anagnostou (@KostasAAA) March 18, 2019
GPU Path Tracing in Unity – Part 3 https://t.co/GHf9QmGxiG
— Render Hub (@render_hub) March 20, 2019
Blop post about extra method for our photogrammetry workflow written by Sébastien Lachambre: https://t.co/jOVsNSc1Wo
— Sébastien Lagarde (@SebLagarde) March 12, 2019
And full pdf here: https://t.co/muAvrWZ84n .
Other doc materials are still available here: https://t.co/YQCSlUh5CR
Minecraft like you've never imagined.@hodilton showcased the fan-made SEUS project (by @sonic_ether) that brings incredible ray-tracing effects to this PC classic.
— NVIDIA GeForce (@NVIDIAGeForce) April 8, 2019
Watch his full video → https://t.co/CzhkfomPI2 pic.twitter.com/w7mOAXfoNW
GDC 2019 content appeared at the GDC Vault. dig in! https://t.co/Q8xTISD4hL
— Kostas Anagnostou (@KostasAAA) April 5, 2019
Since last one was subtile, decided to try something less subtle. Still doesn't make me sick in VR. Although it does overwhelm. #screenshotsaturday #madewithunity Mesh from @realities_io pic.twitter.com/CKaSl6L469
— Shahriar Shahrabi (@IRCSS) April 6, 2019
"Is Parallel Programming Hard, And, If So, What Can You Do About It?" https://t.co/g1anlBu5Sk
— Kostas Anagnostou (@KostasAAA) March 29, 2019
Practical multiscattering compensation from microfacet tech report by @eturquin (which is the implementation used in HDRP) is finally public: https://t.co/fe66mXFnDj . Thanks to @self_shadow to get permission and hosting it + writing great blog post series https://t.co/bRhYWI6tYE
— Sébastien Lagarde (@SebLagarde) March 31, 2019
A Hands-on Look at Using Ray Tracing in Games with UE 4.22 https://t.co/rmDXj1zvz8 #ue4 #gamedev#RTXOn #indiedev
— NVIDIAGameDev (@NVIDIAGameDev) April 8, 2019
I made a nifty little Magical Gem/Crystal Shader in #Unity3D today! I think its kind of cute. #RealtimeVFX pic.twitter.com/Rf6vFogTGm
— Natalie Frost (@NatalieFrostVFX) March 9, 2019
Artist spends 6 years photographing life’s perfectly timed coincidences. https://t.co/fcf4CySWed pic.twitter.com/vR3LnlKYbX
— My Modern Met (@mymodernmet) April 9, 2019
This progression shows a few steps in hair simulation to achieve the final look of this shot from Moana's Gone Fishing. With the drawings from Animation, Technical Animation worked with Technology to design a custom tool to create hand grabs for simulated hair. #TechTuesday pic.twitter.com/0Pj7A2qoQ8
— Disney Animation (@DisneyAnimation) April 9, 2019
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