Gregory Igehy

Dancing at hemisphere coordinate

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:\…

Notes of Hammersly Sampling for CG

"Hammersley Points on the Hemisphere" http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html "Sampling with Hammersley and Halton Points" Tien-Tsin Wong https://www.cse.cuhk.edu.hk/~ttwong/papers/udpoint/udpoint.pdf Short Memo …

Notes of JIT lightmap bake by GPU

Notes of JIT lightmap bake by GPU "Lightmap Generation" by Evan Wallace http://madebyevan.com/shaders/lightmap/ "Relighting Forge in Halo 4: Just-In-Time Lighting of User Generated Content" GDC2013 http://qa.gdcvault.com/play/1017766/Relig…

Bent normals / Terrain shadows

Notes for bent normals "Occlusion and Image-Based Lighting" Pixar http://renderman.pixar.com/view/image-based-lighting "Bent Normals and Cones in Screen-space" https://people.mpi-inf.mpg.de/~ritschel/Papers/ScreenSpaceBentCones.pdf Link co…

Software for terrain / Information for HDR Light Probe

Software for terrain VTBuilder : view and process geospatial data http://vterrain.org/Doc/VTBuilder/overview.html World Machine : 3D Terrain Generation http://www.world-machine.com/ Info for HDR Light Probe Camera : Canon 5D Mark3, Nikon D…

Notes of unit of lights

"Moving FrostBite to PBR" http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf