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Gregory Igehy

Dancing at hemisphere coordinate

Notes of IL2CPP in Unity

AN INTRODUCTION TO IL2CPP INTERNALS https://blogs.unity3d.com/jp/2015/05/06/an-introduction-to-ilcpp-internals/ IL2CPP http://www.what-could-possibly-go-wrong.com/il2cpp/ IL2CPP OPTIMIZATIONS: DEVIRTUALIZATION https://blogs.unity3d.com/jp/…

Notes of Terrain in Unity

Notes of Terrain in Unity Terrain Engine https://docs.unity3d.com/ja/current/Manual/script-Terrain.html UnityのTerrainで大地を創る http://qiita.com/yando/items/ef76c200bb50005170d5 Unity : Terrainを軽量なメッシュに変換する http://indie-du.…

Notes of LoadSceneAsync in Unity

Notes of LoadSceneAsync in Unity SceneManager.LoadSceneAsync https://docs.unity3d.com/ScriptReference/SceneManagement.SceneManager.LoadSceneAsync.html UnityのLoadSceneAsyncでの非同期処理 http://polaris-bear.lolipop.jp/shunroom/455 Unity5で…

Notes of Ray Trace SDK

Notes of Ray Trace SDK NVIDIA OptiX https://developer.nvidia.com/designworks/optix/download NVIDIA Iray http://www.migenius.com/doc/realityserver/latest/resources/general/iray/manual/index.html#/concept/preface.html Radeon Rays https://git…

Notes of Font for Unity

Font @ Unity https://docs.unity3d.com/Manual/class-Font.html Text Asset @ Unity https://docs.unity3d.com/Manual/class-TextAsset.html OTF to TTF http://www.freefontconverter.com/ https://onlinefontconverter.com/ Unity|ダイナミックフォントと…

Notes of Object pools in Unity

新・オブジェクトプール http://tsubakit1.hateblo.jp/entry/20140309/1394296581 オブジェクトプール作ってみた http://tsubakit1.hateblo.jp/entry/20120911/1347375168 Unity オブジェクトプールの作成 ~その1 http://gamesonytablet.blogspot.jp/2012/…

Notes of depth prepass (Z Prepass) in Unity

Thoughts on depth texture in forward rendering in Unity https://gist.github.com/aras-p/5e3aa6f81c543ca74e3ae296c72ffcaf ARM® Guide to Unity Enhancing Your Mobile Games Home > Optimization Lists > GPU optimizations > Use depth pre-pass http…

Notes of iOS OpenGL ES GPU profiling

種類 (A) XCode のデバッグゲージ (FPS Debug Gage, GPU report) (B) Instruments に付属する OpenGL ES Analysis と OpenGL ES Driver (C) Xcode に付属する OpenGL ES Frame Debugger と Performance Analyzer 資料 OpenGL ES Programming Guide for iOS h…

UnityYAMLMerge の設定

下のパスにある場合 C:\Program Files\Unity\Editor\Data\Tools\UnityYAMLMerge.exe TortoiseGit の設定 デスクトップ何もないところで右クリック -> TortoiseSVN -> 設定 -> マージツール -> 高度な設定 追加を押す 拡張子を .unity と書き込み, 下の記述を…

Notes of Scrum

http://www.scrumguides.org/docs/scrumguide/v1/Scrum-Guide-JA.pdf http://scrumreferencecard.com/ScrumReferenceCard.pdf https://www.scrumalliance.org/scrum/media/ScrumAllianceMedia/Files%20and%20PDFs/Why%20Scrum/ScrumAlliance-30SecondsFramew…

Notes of sRGB sampling for HDR images at Unity

Enable Bypass sRGB Sampling for HDR images? https://community.unity.com/t5/Shaders/Enable-Bypass-sRGB-Sampling-for-HDR-images/td-p/2606396 Notes of Google cardboard SDK for Unity Google VR SDK for Unity https://github.com/googlevr/gvr-unit…

UE4 関係のリンク

ページ [UE4] お役立ちリンク&チュートリアル集 http://historia.co.jp/archives/821 『UE4 の学び部屋』の目的とメニュー http://manabibeya.com/ 公式 レベルデザイナークイックスタート https://docs.unrealengine.com/latest/JPN/Engine/QuickStart/ind…

Notes of procedural sky model in Unity 5.3.4f1

I was wondering what kind of procedural sky model is used in Unity 5.3.4f1 at default. So, I read some shader codes in Unity. It seems that procedural sky model in Unity 5.X use single rayleigh scattering and mie scattering based on "Accur…

トーンマップの自分用メモ

はじめに UE4 や Unity のトーンマップやカラコレに関する自分用メモ 内容について間違っている可能性が結構あると思いますが,そのときはすみませんー Unity の Cinematic Effects 参考コード TonemappingColorGrading.cginc (ヘッダファイル) TonemappingC…

Simple pbs test at Unity 5.3.4f1

Scene0 Directional light (intensity 1.0) Diffuse IBL + Specular IBL Scene1 Diffuse IBL + Specular IBL Info top row : albedo = 1.0, metallic = 1.0, roughness = 0.0->1.0 bottom row : albedo = 0.5, metallic = 0.0, roughness = 0.0-> 1.0 Tone M…

Notes of Finate-State Machine for game ai

Game Programming Gems1 "3.1 A Finite-State Machine Class" AI Game Wisdom 3 The Ultimate Guide to FSMs in Games Stack-Based Finite-State Machines Implementing a Data-Driven Finite-State Machine Finite-State Machine Scripting Language for De…

Notes of dcraw

dcraw http://www.cybercom.net/~dcoffin/dcraw/ windows : http://www.centrostudiprogressofotografico.it/en/dcraw/ manpage : https://www.cybercom.net/~dcoffin/dcraw/dcraw.1.html dcraw by example http://www.camerahacker.com/Digital/dcraw_by_ex…

Notes of frequency domain normal mapping vMF in The Order 1886

I have read course notes and sample codes to use frequency domain normal mapping vMF in The Order 1886. "Crafting a Next-Gen Material Pipeline for The Order: 1886" SIGGRAPH 2013 http://blog.selfshadow.com/publications/s2013-shading-course/…

Notes of IBL importance sampling

Notes of IBL importance sampling "Physically Based Light Probe Generation On GPU" by Ivan Spogreev. GPU Pro 6 http://gpupro.blogspot.jp/2014/12/gpu-pro-6-table-of-contents.html "IS for Production Rendering" SIGGRAPH 2010 Course https://sit…

Notes of cloth shading for games

Notes of cloth shading for games "Crafting a Next-Gen Material Pipeline for The Order: 1886" SIGGRAPH 2013 slides : http://blog.selfshadow.com/publications/s2013-shading-course/ Cloth brdf sample : https://mynameismjp.wordpress.com/2013/07…

Notes of pseudo-random generator for shaders

uint, LCG http://www.reedbeta.com/blog/2013/01/12/quick-and-easy-gpu-random-numbers-in-d3d11/ int https://github.com/openglsuperbible/sb6code/blob/master/bin/media/shaders/ssao/ssao.fs.glsl http://math.stackexchange.com/questions/337782/ps…

Some notes of realtime shadows

Some notes of realtime shadows Poisson disk shadow blur ShaderX3 "5.1 Poisson Shadow Blur by Jason Mitchell" http://www.shaderx3.com/Tables%20of%20Content.htm Tutorial 16 : Shadow mapping http://www.opengl-tutorial.org/jp/intermediate-tuto…

Notes of shading models at RenderMan

PxrLMMaterials http://renderman.pixar.com/resources/current/RenderMan/PxrLMMaterials.html PxrDisney http://renderman.pixar.com/resources/current/RenderMan/PxrDisney.html PxrMarschnerHair http://renderman.pixar.com/resources/current/RenderM…

Notes of SSAO

Notes of SSAO "Strided Blur and Other Tips for SSAO" 2009 http://aras-p.info/blog/2009/09/17/strided-blur-and-other-tips-for-ssao/ "Know your SSAO artifacts" 2013 https://mtnphil.wordpress.com/2013/06/26/know-your-ssao-artifacts/ "Separabl…

Game Trailers

Cloth shaders "Crafting a Next-Gen Material Pipeline for The Order: 1886 (David Neubelt & Matt Pettineo)" SIGGRAPH 2013 http://blog.selfshadow.com/publications/s2013-shading-course/ "Melton and Moustaches: The Character Art and Shot Lighti…

Notes of Depth of Field

Notes of Depth of Field Paper "Distributed Ray Tracing" Cook 1884 http://artis.inrialpes.fr/Enseignement/TRSA/CookDistributed84.pdf GPU Gems "Depth of Field: A Survey of Techniques" GPU Gems 1 http://http.developer.nvidia.com/GPUGems/gpuge…

Notes of GBuffer Encoding/Decoding

Color "More Performance Five Rendering Ideas from Battlefield 3 and Need For Speed The Run" SIGGRAPH 2011 http://www.frostbite.com/2011/08/more-performance-five-rendering-ideas-from-battlefield-3-and-need-for-speed-the-run/ "The Rendering …

Notes of Tone Mapping

Notes of Tone Mapping About tone mapping "A CLOSER LOOK AT TONE MAPPING" by MJP https://mynameismjp.wordpress.com/2010/04/30/a-closer-look-at-tone-mapping/ Filmic Tone Mapping "Filmic Tonemapping Operators" Filmic Games http://filmicgames.…

Notes for editing HDR images in PhotoShop

"High Dynamic Range Images" Photoshop Help English :https://helpx.adobe.com/photoshop/using/high-dynamic-range-images.html JP : https://helpx.adobe.com/jp/photoshop/using/high-dynamic-range-images.html "Adjust HDR exposure and toning" Phot…

Human head models

Human head models Digital Emily2 http://gl.ict.usc.edu/Research/DigitalEmily2/ Lee Perry-Smith http://www.jonasavrin.com/2011/01/15/free-3d-ir-head-scan-release-smart-hdr-ibl-vray-2-0/ http://graphics.cs.williams.edu/data/meshes.xml Shader…

Notes of IBL Tools

IBLBaker github : https://github.com/derkreature/IBLBaker article : http://www.derkreature.com/iblbaker/ Lys https://www.knaldtech.com/lys/ Free substance templates https://www.allegorithmic.com/tab/tab/70 100 PBR Substances for UE4 https:…

Notes of SSS

Disney Disney PBR 2015 http://blog.selfshadow.com/publications/s2015-shading-course/ Disney PBR 2012 http://blog.selfshadow.com/publications/s2012-shading-course/ https://github.com/wdas/brdf/blob/master/src/brdfs/disney.brdf The Order1886…

About GLSLFX Shaders for Substance

About GLSLFX Shaders for Substance https://support.allegorithmic.com/documentation/display/SD45/GLSLFX+Shaders About Bakers at Substance Designer 5 https://support.allegorithmic.com/documentation/display/SD5/Bakers Skin shader at Marmoset …

Notes of Look Dev

"Part 2: Lookdev and Shader Development @ Pixar University" http://renderman.pixar.com/view/BI2 "10 key tips for lighting and look development" http://www.cgchannel.com/2012/10/10-tips-for-lighting-and-look-development/ 本 : Maya実践ハード…

Notes of bloom filter

Gaussian https://ja.wikipedia.org/wiki/%E3%82%AC%E3%82%A6%E3%82%B9%E9%96%A2%E6%95%B0 " Real-Time Glow" GPU Gems1 http://http.developer.nvidia.com/GPUGems/gpugems_ch21.html "An investigation of fast real-time GPU-based image blur algorithms…

Notes of BC1-BC7

DirectX 11の圧縮フォーマットBC1~BC7について(前編) http://www.webtech.co.jp/blog/optpix_labs/format/6993/ DirectX 11の圧縮フォーマットBC1~BC7について(後編) http://www.webtech.co.jp/blog/optpix_labs/format/7006/ Note of latitude-longit…

Specular Antialiasing Sample by MJP

https://mjp.codeplex.com/releases/view/109905 GLSL Optimizer article : http://aras-p.info/blog/2010/09/29/glsl-optimizer/ github : https://github.com/aras-p/glsl-optimizer Japanese note of normal transformation

Notes of UE4 links for beginners

プログラマ向けクイックスタート https://docs.unrealengine.com/latest/JPN/Programming/QuickStart/index.html グラフィック プログラミング https://docs.unrealengine.com/latest/JPN/Programming/Rendering/index.html シェーダー開発 https://docs-ori…

Personal note of PBR BRDF

Notes for making HDRI

概要 RICOH THETAの現状と未来(前編) http://www.panoplaza.com/blog/vr-video/review_ricoh-theta_1 ハードウェア ミラーボール Light Probeの作成 http://steradian.co.jp/adv3d/3dcg/HDRShop/CreateLightProbe.html HDRI画像を作ってIBL~ http://cgcom…

Notes of specular AA

"Crafting a Next-Gen Material Pipeline for The Order: 1886" SIGGRAPH 2013 http://blog.selfshadow.com/publications/s2013-shading-course/#course_content "Frequency Domain Normal Map Filtering" SIGGRAPH 2007 http://www.cs.columbia.edu/cg/norm…

Notes of multi-level instancing

"Massive Model Visualization using Real-time Ray Tracing" SIGGRAPH 2007 https://graphics.cg.uni-saarland.de/fileadmin/cguds/papers/2007/MMV/MMV_Dietrich_SIGGRAPH2007.pdf "Terrain Guided Multi-Level Instancing of Highly Complex Plant Popula…

Japanese Note of Coordinate Transformation

(WIP) About PBR shaders in graphics engines

For my curiosity, I'm reading sources codes of PBR shaders in graphics engines below. (a) Unreal Engine 4.8 (b) Unity 5.1.2f1 (c) Marmoset Toolbag 2 (d) Substance Player 5.1.0 I already read PBR calculations parts in (c) and (d), and readi…

Notes of Substance PBR(physically based rendering) shader

(a) UV shifting with relief mapping linear and binary search to calculate ray intersection with height_map (b) 2 point light Diffuse direct lighting : Lambert Specular direct lighting : F(Schlick with Spherical Gaussian approximation), G(S…

Notes of texture mapping

Height Mapping グレースケールのテクスチャ 頂点レベルで頂点の高さを変形する シルエットに影響する Displacement map グレースケールのテクスチャ 既存の頂点をテッセレーションで割ったものに適用する シルエットに影響する Bump map グレースケールのテ…

Height map texture of world

ASTER Global Digital Elevation Map Announcement http://asterweb.jpl.nasa.gov/gdem.asp Global data Explorer http://gdex.cr.usgs.gov/gdex/

Schlick Fresnel and SG approximation comparsion in processing

Reference Processing https://processing.org/download/ "Spherical Gaussian approximation for Blinn-Phong, Phong and Fresnel" https://seblagarde.wordpress.com/2012/06/03/spherical-gaussien-approximation-for-blinn-phong-phong-and-fresnel/

Simple 2d graph by processing

PBR shader sources of Marmoset Toolbag 2 and Substance Player

PBR shader sources of Marmoset Toolbag 2, Substance Player and Unity5 Marmoset Toolbag 2 C:\Program Files\Marmoset Toolbag 2\data\shader Substance Player C:\Program Files\Allegorithmic\Substance Player\5\resources\view3d\shaders Unity5 C:\…