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