Game graphics pick ups 2019/10 part0
I just wanted to test some storm effects ⛈️#UE4 #speedtree pic.twitter.com/o18j2cJPCU
— Koola (@Koola_UE4) September 29, 2019
New paper from Morten Mikkelsen: “Surface Gradient Based Bump Mapping Framework”, https://t.co/chV4IUEfhc pic.twitter.com/RBYSSuZd78
— Aras Pranckevičius (@aras_p) October 8, 2019
TexturingXYZ released a huge new library of iris assets:https://t.co/V2WHY7qHHn#gamedev #indiedev #3dart #characterart #characterdesign pic.twitter.com/UlS51hlyc0
— 80 LEVEL (@80Level) September 30, 2019
The Peak-Performance-Percentage Analysis Method for Optimizing Any GPU Workload
https://devblogs.nvidia.com/the-peak-performance-analysis-method-for-optimizing-any-gpu-workload/
Intel Volume Kernel Library seems to be out! https://t.co/kv20cUimjH pic.twitter.com/ofaJL6Ic9T
— Aras Pranckevičius (@aras_p) October 1, 2019
Got a new blog post ready for you all this weekend! This one is an introduction to real-time approximations for subsurface scattering, primarily focused on techniques used for skin shading: https://t.co/6DNQ6cU8ij
— Matt Pettineo (@MyNameIsMJP) October 7, 2019
Learn UMG best practices from Epic Lead Programmer Chris Gagnon. #UE4 https://t.co/a2r2JAu1Ub pic.twitter.com/sBhpWat0FA
— Unreal Engine (@UnrealEngine) September 30, 2019
Time for a new blog post! This is a quick one I whipped up that explains how to use fp16 math in HLSL for D3D11/12 and Vulkan: https://t.co/RsNIg7X1hc
— Matt Pettineo (@MyNameIsMJP) October 2, 2019
I wrote an article with some information about fBM (Fractional Brownain Motion), one of the most popular constructs for procedural modeling of nature, and their self-similarity and spectral characteristics, including some real-life measurements: https://t.co/DUvMqq09st pic.twitter.com/l9ZgHRyTey
— inigo quilez (@iquilezles) October 1, 2019
Raytracing Real-Time Denoised Ambient Occlusion DXR sample https://t.co/OVl4R23s55
— Kostas Anagnostou (@KostasAAA) September 28, 2019
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