Game graphics pick ups 2019/08 part0
New blog post: Metro Exodus Frame Breakdown https://t.co/gEjFBzLDnI
— Anton Schreiner (@antonschrein) August 12, 2019
.@FriendAndFoeDev talked about the development of their indie adventure game Vane:https://t.co/ADIPm3n3IJ#gamedev #indiedev #3dart #gamedesign #unity3d #unity #madewithunity @unity3d @madewithunity pic.twitter.com/PdTC4xLNb9
— 80 LEVEL (@80Level) August 13, 2019
Nice Nvidia presentation on the new Mesh Shaders at Siggraph 2019 https://t.co/6PvW3Iv3Mk pic.twitter.com/89vWEtQqiX
— David Cañadas Mazo (@dcanadasm) August 2, 2019
"Are we done with Ray Tracing?" #SIGGRAPH2019 course slides are up: https://t.co/4TE40Iw3PC — turns out, you can't "just rtx on", who would have guessed 🙂
— Aras Pranckevičius (@aras_p) July 29, 2019
"My favorite Samples" #SIGGRAPH2019 course on sampling, slides: https://t.co/ZQi7FIOXb7
— Aras Pranckevičius (@aras_p) August 2, 2019
Ok: volumetric spectral tracking now added and correct AFAI can tell. Here are examples with/without for highly scattery and absorbent media.
— Sébastien (@SebHillaire) July 20, 2019
Perf are a lot faster overall. But there is a slow performance cliff for very dense media, I will need to check why later… https://t.co/tPanMTpr1W pic.twitter.com/Qs1xCW42A1
Flow is all you need (aka, no GAN abused), for high-fidelity video inpainting! Glad to show our recent CVPR'19 work on deep video content manipulation. First piece of work done with talented CUHK students 🙂
— Bolei Zhou (@zhoubolei) May 10, 2019
PDF: https://t.co/p4Q1rvOaf5
webpage: https://t.co/7rlltEzwTh pic.twitter.com/yYUApItV9R
EAStdC and EAThread libs has been open sourced:https://t.co/Mc4wdaULArhttps://t.co/vTqpi4lDjN
— Michal Ziulek (@MichalZiulek) July 20, 2019
Perspective goes out the window in Dirk Koy’s space-warping experimental animations https://t.co/t3BstxjGXa pic.twitter.com/z3UO3Fuo0C
— Colossal (@Colossal) August 14, 2019
We keep working on the new Frostbite Hair Rendering and Simulation! See our new blog post for more details on how strand-based hair compares the traditional hair cards https://t.co/F4rhSbpoD6
— FrostbiteEngine (@FrostbiteEngine) August 12, 2019
Have a look at an amazing VEX-driven procedural traffic system with traffic lights, stop signs, pedestrians, and yield behaviors by @FrancoVFX:https://t.co/VgPqrJpOYO#gamedev #indiedev #3dart #Houdini #proceduralart #gamedesign #simulation pic.twitter.com/uwYNbCe0R5
— 80 LEVEL (@80Level) August 14, 2019
NVIDIA researchers bring interactive path tracing to a scene with thousands of moving light sources. Learn more about it. #NVIDIARTX
— NVIDIAGameDev (@NVIDIAGameDev) August 13, 2019
Updated my tutorial/approximation of Multiscattering specular: https://t.co/pM2Fr4HKqL
— c0de517e/AngeloPesce (@kenpex) August 13, 2019
Fast intersection for rounded boxes – it tests a single corner (sphere) instead of 8 and only 3 edges (cylinders) instead of 12. I think there's still room for some improvement.https://t.co/XSp90xYdPS pic.twitter.com/G4oIlAaD7b
— inigo quilez (@iquilezles) August 8, 2019
Procedural content with polygons is painful, but with voxels… not so much. Wrote a script to generate buildings of different sizes including roof supporting structures. Also new explosion and fire effect using the simulated smoke. pic.twitter.com/28TCX3lfyY
— Dennis Gustafsson (@tuxedolabs) August 7, 2019
Every SIGGRAPH, I inevitably get asked by a student or by folks new to the rendering world if there is any public info about Disney’s Hyperion Renderer. The answer is: yes, a lot actually! So, I made a list of Hyperion-related papers for the curious:https://t.co/EM5M0JRcGF
— Yining Karl Li (@yiningkarlli) August 11, 2019
Test 412 Use compute shader to simulate Physarum transport networks – 20 million particles (inspired by @mxsage ) #generativeart #creativecoding #unity3d #generativedesign #madewithunity pic.twitter.com/krHDoFdHz6
— Wenzy (@ziyangwen) August 12, 2019
This stunning time-lapse video features 122,000 frames! https://t.co/VjKklFQjg5
— My Modern Met (@mymodernmet) August 13, 2019
New 4 kilobyte intro released at @assemblyparty this weekend, rendered entirely with one compute shader and music by @nnnnoby Download at: https://t.co/nDJvTdO7r8 #demoscene pic.twitter.com/CQrJXRL3xo
— Edd Biddulph🐚 (@eddbiddulph) August 3, 2019
Here's how I set up my procedural eye shader! #gamedev #madewithunity
— Joyce[MinionsArt] (@minionsart) August 13, 2019
Shader Code in first reply
More shaders & tips >> https://t.co/FqAsMb9Plg pic.twitter.com/oD36ocKPab
Not a silent movie, but in Foreign Correspondent (1940) Alfred Hitchcock made brilliant use of rear-projection to film a plane crash. Footage of a stunt plane diving towards the ocean was projected on a rice paper screen, then water was released, which smashed through the paper pic.twitter.com/mFIRpf4Fns
— Silent Movie GIFs (@silentmoviegifs) August 13, 2019