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2018-12-23 / Last updated : 2018-12-23 hanecci Blog

Game graphics pick ups 2018/12 part0

2018-12-01 / Last updated : 2018-12-01 hanecci Blog

Game graphics pickups 2018/11 Part2

"Reverse engineering the rendering of The Witcher 3, part 6 – sharpen" https://t.co/gXYqiwubdY #graphicsprogramming — Render Hub (@render_hub) November 13, 2018 Take a look at @ue4arch impressive demoreel – https://t.co/6AMDUiTl8d#archviz #interiordesign #MadeWithSubstance — Substance by Adobe (@Substance3D) November 10, 2018 The Moana cloud volume path tracer now supports single scattering (via delta tracking) with MIS for light/phase sampling (but only sampling the sky with uniform phase so it cancels itself out for now). Next up when I find the time: phase, sun light and multiple scattering 🙂 pic.twitter.com/3dlo58fGM0 — Sébastien (@SebHillaire) November 17, 2018 Direct3D 12 render passes https://t.co/abUpXeyfB1 — Kostas Anagnostou (@KostasAAA) November 17, 2018 Real-time fluid simulation in […]

2018-09-13 / Last updated : 2018-09-13 hanecci Blog

Game graphics pickups 2018/9 Part1

I have written a short blog post about helper functions to pack integer and float value together for GBuffer compression: https://t.co/t6EJ7X1vWV — Sébastien Lagarde (@SebLagarde) September 2, 2018 New blog post documenting the latest batch of hybrid raytraced shadow performance improvements. With them, HRT shadows cost in Sponza dropped from ~16ms to ~0.8ms. Full res shadows now cost ~2.5ms (GTX 970).https://t.co/71colpixO8 pic.twitter.com/N37heZYBMZ — Kostas Anagnostou (@KostasAAA) September 4, 2018 I just finished a Ray Tracing Resources Page to augment our new free chapter: https://t.co/kiEvSCL1Cq – please do point out any great resources I'm missing. — Eric Haines (@pointinpolygon) September 3, 2018 After a mere two months(!) of research and writing, […]

2018-02-11 / Last updated : 2018-02-11 hanecci Blog

Space Partitioning: Octree vs. BVH via @kenpex

空間分割のオクトツリーと BVH の比較の記事です.

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

But what is the Fourier Transform? A visual introduction via @3Blue1Brown

フーリエ変換を可視化で説明した動画です.

2018-01-22 / Last updated : 2018-01-22 hanecci Blog

Fixing Camera Shake on Single Precision GPUs via @render_hub

float の精度で大きな世界を移動する際の, カメラの揺れに関する記事です.

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

Converting SH Radiance to Irradiance via @grahamhazel

SH L1 のイラディアンスを非線形モデルで改善する方法の記事です.

2017-12-21 / Last updated : 2017-12-21 hanecci Blog

Graphs of easing functions via @DeepSpaceBanana

イージング関数の図です.

2017-11-16 / Last updated : 2017-11-19 hanecci Blog

Followup: Normal Mapping Without Precomputed Tangents via @erkaman2

シェーダで(無理やり?) UV から Tangent, Binormal を計算して法線マッピングする方法についての記事です.

2017-10-25 / Last updated : 2017-10-25 hanecci Blog

2D meta balls via @kenpex

“Article” 2D のメタボールのブラウザ上でのデモや コードを紹介している記事です.  

2017-10-24 / Last updated : 2017-10-24 hanecci Blog

Signed Octahedron Normal Encoding via @nothings

“Article” 法線を符号付きで八面体にエンコード・デコードに関する記事です.

2017-10-07 / Last updated : 2017-10-07 hanecci Blog

FLOATING POINT VISUALLY EXPLAINED via @fenbf

“Article” 浮動小数点に関する視覚的な説明の記事です.

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Game graphics pick ups 2019/12 part0

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2019-09-15

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2019-08-15

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2019-07-16

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2019-06-15

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2019-05-08

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