Game graphics pickups 2018/10 Part0
Raytracing is finally here! Check out https://t.co/jpGbG5a72J — DirectX 12 (@DirectX12) October 2, 2018 Another milestone hit w/ the release of Windows 10 October 2018 Update, which includes DirectX Ray Tracing (DXR), an industry standard API that gives all game developers access to use RTX hardware support of ray tracing. Learn more: https://t.co/ERhdImBNcY #gamedev #dxr #rtx — NVIDIAGameDev (@NVIDIAGameDev) October 4, 2018 Willi Hammes presented @MAWIUnited's newest #UE4 pack that shows how games are going to look like in the upcoming years. Stunning results. https://t.co/B27Nea58x1 #gamedev #indiedev #3dart #unrealengine #gamedesign @UnrealEngine @UnrealDevs pic.twitter.com/PGlAxPEu0k — 80 LEVEL (@80Level) October 1, 2018 pic.twitter.com/C8lTFtCKed — SunhiLegend (@SunhiLegend) October 3, 2018 #AssassinsCreedOdyssey lands today […]
Game graphics pickups 2018/9 Part3
What if the awesome Spiderman game was made by @NetherRealm? 😉 pic.twitter.com/HyRcEObFgv — Ed Boon (@noobde) September 27, 2018 I was playing Spider-Man when I noticed a building that looked familiar… pic.twitter.com/zDOmmNfTCG — Rob Pagan (@theRobertPagan) September 25, 2018 Interior Mapping: rendering real rooms without geometry https://t.co/VTLMYhelnB — Kostas Anagnostou (@KostasAAA) September 28, 2018 "Shader Showcase Saturday #10: Fortnite Procedural Animations" https://t.co/J06foUZg4o #graphicsprogramming — Render Hub (@render_hub) September 18, 2018 "Introduction to Turing Mesh Shaders" https://t.co/8FGlF84sLj #graphicsprogramming — Render Hub (@render_hub) September 17, 2018 Scene capture actors render the scene's depth, color and normal information which is then used to reconstruct the environment within a Niagara particle system. Kinetic and […]
Game graphics pickups 2018/9 Part2
"Shader Showcase Saturday #9: Interior Mapping" https://t.co/ZuHXLj9z0F #graphicsprogramming — Render Hub (@render_hub) September 10, 2018 The architecture in Spider-Man is some M.C. Escher shit.https://t.co/AKhtZUdtvQ pic.twitter.com/yvKSfowiHV — many people are saying highlight reel is back (@Papapishu) September 8, 2018 This is HUGE! Nvidia introduces Task shaders and Mesh shaders. Fully programmable super efficient geometry frontend. Finally we can forget VS/GS/HS/DS: https://t.co/kvZHLfIuTQ — Sebastian Aaltonen (@SebAaltonen) September 15, 2018 NVIDIA Turing Architecture In-Depth https://t.co/JASH0bGH0h — Kostas Anagnostou (@KostasAAA) September 14, 2018 @Shadertoy I made a real-time physically based Soap Bubble shader that uses 81 wavelengths of diffraction by filtering the RGB envmap. Any feedback would be awesome. https://t.co/X30C6GPGHD #shaders #computergraphics #opengl pic.twitter.com/IHJmfDwoRl […]
Game graphics pickups 2018/8 : Part0
I've started collecting links for #SIGGRAPH2018 content: https://t.co/HMCdIU1sL9. Please let me know if there's anything else that you think I should add. — Stephen Hill (@self_shadow) August 16, 2018 The combination of NVIDIA #Turing and the #NVIDIARTX platform has enabled us to beautifully ray trace this scene in real time. This is #GraphicsReinvented. https://t.co/3PjNVM9raN pic.twitter.com/u8ujnjAdAN — NVIDIA (@nvidia) August 16, 2018 I’m continuously pushing update to our PBR documentation (https://t.co/rlbpJOvXy4). I just added information about Fresnel, improved a few screenshots, etc. Let me know if there’s something you’d like changed/added! — Romain Guy (@romainguy) August 15, 2018 "DX12 Ray Tracing Tutorials" https://t.co/PA6XuuLswt #graphicsprogramming — Render Hub (@render_hub) August 12, 2018 […]
Dark and stormy skybox shader via @RealtimeVFXMike
“github” “Article” Finished up a write up of this dark and stormy skybox shader! https://t.co/Lcrd9x4xcc #vfx #Unity3D #madewithunity #substancedesigner #gamedev #indiedev #gameart #shaders #clouds #tutorial #art #digitalart pic.twitter.com/xlHbvvEgUU — Mike V (@RealtimeVFXMike) July 9, 2018