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2019-03-08 / Last updated : 2019-03-08 hanecci Blog

“Game graphics pick ups 2019/03 part0”

2018-11-11 / Last updated : 2018-11-11 hanecci Blog

Game graphics pickups 2018/11 Part1

"Unreal Engine 4.21 released with improved Vulkan support" https://t.co/Ar8gjKiM0X #graphicsprogramming #ue4 — Render Hub (@render_hub) November 10, 2018 Twisted Steel // Battlefield V pic.twitter.com/e51LuXEMeo — Petri Levälahti (@Berduu) November 10, 2018 Drastically reduce cook times for your project by up to 60% with the new cooker optimizations with Unreal Engine 4.21! https://t.co/mFi86LatS8 – #UE4 pic.twitter.com/1O3w7fIVZV — Unreal Engine (@UnrealEngine) November 10, 2018 New blog-post : "Realtime Distance Field Textures in Unreal Engine 4" ! https://t.co/SY3ODnToSJ pic.twitter.com/LZca7f42m4 — Froyok (Fabrice Piquet) 🎃 (@Froyok) November 10, 2018 "2D Signed Distance Field Basics" https://t.co/l5rFCeHTwJ #graphicsprogramming — Render Hub (@render_hub) November 9, 2018 Take a look at @ue4arch impressive demoreel – https://t.co/6AMDUiTl8d#archviz #interiordesign #MadeWithSubstance […]

2018-09-02 / Last updated : 2018-09-02 hanecci Blog

Game graphics pickups 2018/9 Part0

"SIGGRAPH 2018 Stuff" https://t.co/2qTuBwuuv6 #graphicsprogramming — Render Hub (@render_hub) August 31, 2018 Bakery (my GPU lightmapper) is finally released! 🎉🎉🎉https://t.co/laUYUtOrnc #gamedev #indiedev pic.twitter.com/hmCBTkBxwZ — Mr F (@guycalledfrank) August 2, 2018 "Large Scale Ambient Occlusion: Introduction", the technique used to bake AO in Homefront: The Revolution https://t.co/4SuNthH4RX — Kostas Anagnostou (@KostasAAA) September 1, 2018 Looking Through Water #unity3d #gamedev #tutorial: https://t.co/AGvQ9kQyFw pic.twitter.com/m7LK7w9kKf — Jasper Flick (@catlikecoding) August 31, 2018 My #SIGGRAPH2018 talk for reconstructing 1spp/pixel ray traced images is online. It introduces the denoisers used in many real-time ray tracing demos released this year including Star Wars, Porsche Speed of Light, SOL and a few others. #graphicsreinventedhttps://t.co/3aCWWl528o pic.twitter.com/vktmjT35lk — edliu1105 (@edliu1105) […]

2018-04-02 / Last updated : 2018-04-09 hanecci Blog

“Fortnite’s Real-Time Lighting Techniques and Tools in GDC 2018” の日本語メモ

GDC2018 の Fortnite のリアルタイムライティングの技術とツールの動画の日本語メモです.

2018-02-05 / Last updated : 2018-02-05 hanecci Blog

Advanced Ambient Occlusion, Shadow and Anti-Aliasing in NVIDIA GameWorks via @MittringMartin

2016 年? の NVidia GameWorks の AO,シャドウ,AA に関する pdf です.

2017-12-31 / Last updated : 2017-12-31 hanecci Blog

The Rendering of Middle Earth: Shadow of Mordor via @onemanmmo

ゲーム「Middle Earth: Shadow of Mordor」を RenderDoc で解析して, 描画について考察した記事です.

2017-12-18 / Last updated : 2017-12-22 hanecci Blog

How Metal Gear Solid V renders a frame via @ado_tan

メタルギアソリッド 5 でのレンダリングに関する解説記事です.

2017-11-25 / Last updated : 2017-11-25 hanecci Blog

Very early days of Fable 3 GPU Lightmap Engine(Summer 2009) via @Donzanoid

Fable 3 の初期(2009 夏)の GPU ライトマッパーの動画です.

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