2019-08-15 / Last updated : 2019-08-15 Tags：Houdini, RayTrace, Shader, SIGGRAPH, Unity, Voxel, VR hanecci BlogGame graphics pick ups 2019/08 part0New blog post: Metro Exodus Frame Breakdown https://t.co/gEjFBzLDnI— Anton Schreiner (@kokoronomagnet) 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 (@EightyLevel) August 13, 2019Nice 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, 2019Ok: volumetric spectral tracking now added and correct AFAI can tell. Here are examples with/without for highly scattery and absorbent media.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— Sébastien (@SebHillaire) July 20, 2019Flow 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 🙂 PDF: https://t.co/p4Q1rvOaf5webpage: https://t.co/7rlltEzwTh pic.twitter.com/yYUApItV9R— Bolei Zhou (@zhoubolei) May 10, 2019EAStdC and EAThread libs has been open sourced:https://t.co/Mc4wdaULArhttps://t.co/vTqpi4lDjN— Michal Ziulek (@MichalZiulek) July 20, 2019Perspective goes out the window in Dirk Koy’s space-warping experimental animations https://t.co/t3BstxjGXa pic.twitter.com/z3UO3Fuo0C— Colossal (@Colossal) August 14, 2019We 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, 2019Have 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 (@EightyLevel) August 14, 2019NVIDIA researchers bring interactive path tracing to a scene with thousands of moving light sources. Learn more about it. #NVIDIARTX— NVIDIAGameDev (@NVIDIAGameDev) August 13, 2019Updated my tutorial/approximation of Multiscattering specular: https://t.co/pM2Fr4HKqL— c0de517e/AngeloPesce (@kenpex) August 13, 2019Fast 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, 2019Procedural 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, 2019Building virtual #Lego with @MartinNH! pic.twitter.com/9vbJ44BgjW— Oculus Medium (@OculusMedium) August 14, 2019Every 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, 2019Test 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, 2019This stunning time-lapse video features 122,000 frames! https://t.co/VjKklFQjg5— My Modern Met (@mymodernmet) August 13, 2019New 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, 2019Here's how I set up my procedural eye shader! #gamedev #madewithunity Shader Code in first replyMore shaders & tips >> https://t.co/FqAsMb9Plg pic.twitter.com/oD36ocKPab— Joyce[MinionsArt] (@minionsart) August 13, 2019Not 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, 2019twitterCategoriesBlogTagsHoudiniRayTraceShaderSIGGRAPHUnityVoxelVRLeave a Reply Cancel replyYour email address will not be published. Required fields are marked *CommentName * Email * Website Please enter an answer in digits:5 × three = This site uses Akismet to reduce spam. Learn how your comment data is processed.