Gregory Igehy

Dancing at hemisphere coordinate

Notes of GPU particles in Unity

Notes of GPU particles in Unity Kvant/Spray v2 https://github.com/keijiro/KvantSpray sugi-cho/Unity-GPU-Particle https://github.com/sugi-cho/Unity-GPU-Particle hecomi/UnityPseudoInstancedGPUParticles https://github.com/hecomi/UnityPseudoIn…

Notes of quick turorials for Houdini

SideFX QuickStart https://www.sidefx.com/tutorials/?title=&user=&categories=&level=1&version=&paid=false Andreas Glad https://www.sidefx.com/profile/Partikel/ Mike Lyndon https://www.sidefx.com/profile/mikelyndon-sesi/ Houdini 16 Games htt…

Houdini 16 の剛体の頂点アニメーションテクスチャを Unity 2017.1 に持っていく

環境 Unity 2017.1.0f3 Houdini 16.0.633 下の記事の内容を Unity で試した UNITY シェーダ用頂点アニメーション出力ツール https://www.sidefx.com/ja/tutorials/unity-shaders-for-vertex-animation-export-tools/ 色空間 リニア テクスチャフォーマット …

Notes of some patent for realtime graphics

Peter-Pike Johannes Sloan Volumetric Obscurance : System and method for modeling ambient occlusion by calculating volumetric obscurance http://www.google.com/patents/US8698805 PRT : Systems and methods for robust sampling for real-time rel…

Notes of GPU Tessellation

Real-Time Tessellation on GPU Time Tessellation on GPU slide : http://developer.amd.com/wordpress/media/2012/10/Tatarchuk-Tessellation(EG2007).pdf paper : http://www.uraldev.ru/files/download/21/Real-Time_Tessellation_on_GPU.pdf "Tessellat…

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…