Game graphics pick ups 2019/05 part0
Сheck out this build of #Minecraft with #raytracing and custom textures. Amazing stuff:https://t.co/MD532SkdRS#gamedev #indiedev #3dart #texturing #rendering #RTXON #gamedesign pic.twitter.com/QkC2W9lnhA
— 80 LEVEL (@80Level) May 7, 2019
Paper shading – light transmission so you see the internal grain and writing on the other side. Illustration has full light+shadow with hatching patterns mapped to the meshes.
— Mike Ferraro (@MFerrar0) May 7, 2019
full vid: https://t.co/2LZ28aypxv #madewithunity #gamedev pic.twitter.com/mZeCGUd78U
I want to make a parallax game where you look through windows into different people's lives and watch/ interact with them/ objects (inspired by @jaromvogel & @kevinjaystanton) pic.twitter.com/RonR2BhvsV
— ♢ Danette – they/them ♢ (@Salmikawolf) May 7, 2019
First attempt at removing cars off the roads with neural nets. Will have to dream harder. pic.twitter.com/DZj63CHo8B
— Chris Harris (@hellokozmo) May 6, 2019
Introducing a new, open source, configurable, GPU accelerated console for Windows – The Windows Terminal https://t.co/kbL7tVirP5
— Scott Hanselman (@shanselman) May 7, 2019
I'm going to give a talk @Digital_Dragons in Krakow end of this month about "Bindless Deferred Decals in The Surge 2". Looking very much forward to being there again after 5 years!https://t.co/FdgLN7Q4P3
— Philip Hammer (@philiphammer0) May 8, 2019
Part 3 of the Dynamic Diffuse Global Illumination article is now live at:https://t.co/k39tIQuuvq pic.twitter.com/Wf9APgdxDS
— Morgan McGuire (@CasualEffects) May 6, 2019
Tips and Tricks: Ray Tracing Best Practices https://t.co/aM9RC7uNdr
— Kostas Anagnostou (@KostasAAA) May 3, 2019
I am excited to share our paper "Handheld Multi-frame Super-resolution" that got accepted to Siggraph 2019: https://t.co/SWJDZ1gyYJ
— Bart Wronski (@BartWronsk) May 1, 2019
Our algorithm achieves state of the art results in multi-frame Bayer raw image fusion and runs at interactive rates on a mobile device.
The new GPU Zen book is out https://t.co/pYd4juwHJO, with source code https://t.co/hPR0ThMPQC. I am not sure what the plans are for the ebook version, there is a great chapter on GPU tessellation with compute shaders available though https://t.co/0X2BGYNPjp.
— Kostas Anagnostou (@KostasAAA) April 26, 2019
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