Gregory Igehy

Dancing at hemisphere coordinate

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

Notes of IES Light Profile

Format "IES light format: Specification and reader" by Sébastien Lagarde https://seblagarde.wordpress.com/2014/11/05/ies-light-format-specification-and-reader/ Unreal Engine 4 "IES Light Profiles" EN : https://docs.unrealengine.com/latest/…

Notes of Grid-based PathFinding Algorithms

Notes of Grid-based PathFinding Algorithms HPA* : Hiearchical Path Finding Article : "Near-Optimal Hierarchical Pathfinding (HPA*)" Alex J. Champandard. 2007 http://aigamedev.com/open/review/near-optimal-hierarchical-pathfinding/ Paper : "…

Notes of ”Ambient Occlusion Fields and Decals in Infamous2”

”Ambient Occlusion Fields and Decals in Infamous2" http://reedbeta.com/talks/Ambient%20Occlusion%20Fields%20and%20Decals%20in%20Infamous%202.pptx 3D テクスチャに遮蔽情報を事前に書き込んでおく, テクスチャフォーマットは RGBA8 RGB : 遮蔽物の…

Notes of intersection tests

Ray/Capsule intersection test http://blog.makingartstudios.com/?p=286 Object/Object Intersection http://www.realtimerendering.com/intersections.html Collision Detection - Essential Math for Games Programmers http://www.essentialmath.com/Co…

Notes of Quad-Trees Culling for Terrain Rendering

Quad-Trees "GPU Terrain Rendering" Game Programming Gems 6 http://alex-simon.blogspot.jp/2010/04/game-programming-gems-list-of-contents.html "Quadtrees on the GPU" GPU Pro 5 https://www.crcpress.com/product/isbn/9781482208634 etc : Horizon…

A* and Navigation Mesh in Game Programming Gems

A* in Game Programming Gems Game Programming Gems 1 3.3 The Basics of A* for Path Planning 3.4 A* Aesthetic Optimizations 3.5 A* Speed Optimizations Game Programming Gems 3 3.6 Tactical Path-Finding with A* Game Programming Gems 5 3.7 Beyo…

Mario AI competition

公式 Mario AI Championship http://www.marioai.org/ アルゴリズム Mario AI Competition @ ICE-GIC 2009 Sergey Karakovskiy and Julian Togelius http://julian.togelius.com/mariocompetition2009/GIC2009Competition.pdf ゲームAI入門 (第二回)「ゲー…

Notes of Encoding floats to RGBA at GLSL

GLSL で float RGBA8 変換する例 http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/ http://www.ozone3d.net/blogs/lab/20080604/glsl-float-to-rgba8-encoder/ http://http.developer.nvidia.com/GPUGems/gpugems_ch12.html http://s…

Notes of erosion simulation (土壌浸食)

Paper "Fast Hydraulic and Thermal Erosion on GPU" Eurographics 2011 http://diglib.eg.org/bitstream/handle/10.2312/EG2011.short.057-060/057-060.pdf?sequence=1 "Interactive Terrain Modeling Using Hydraulic Erosion" Ondrej Stava. Eurographics…

Notes of Spherical Harmonics ( 球面調和関数のメモ)

注意点 SH 係数自体が, ラディアンスあるいはイラディアンスのどちらを示しているか? を意識すること (a) SH の基底関数 ( l = 0, 1, 2 ) sh0_basis : ( 1 / 2 ) * sqrt( 1 / PI ) = 0.28209 sh1_-1_basis : ( 1 / 2 ) * sqrt( 3 / PI ) * y = 0.48860 * y s…

Notes of hardware tessellation

Notes of hardware tessellation Tessellation Overview https://msdn.microsoft.com/en-us/library/windows/desktop/ff476340%28v=vs.85%29.aspx Hull shader パッチ単位の並列化の処理をシェーダで行う 入力 : パッチの制御点 出力 : パッチの制御点, パッ…

Links for making fBm textures from white noise textures

ホワイトノイズのテクスチャから, fBm 用のテクスチャを作る方法 "dynamic clouds" by iq http://www.iquilezles.org/www/articles/dynclouds/dynclouds.htm Generating Procedural Clouds Using 3D Hardware" Game Programming Gems 3. 2002 http://alex-si…

ゲームエンジンの開発会社のリクルーターによるコンタクト

何故か, LinkedIn 経由で某ゲームエンジンの開発会社のリクルーターがコンタクトしてきた 折角なので電話で 10 分ほど, 話したのでそれのメモ 相手は外人の女性で, 英語で話してきた 会社内部で話合いがあって, 君の名前が上がったからコンタクトしてきた(ほ…

Parameters for atmosphere scattring

大気散乱関係のパラメータのメモ 地球の地表の半径 : 6360 * 10^3 (m) 地球の大気の半径 : 6320 * 10^3 (m) 地球の大気の層の厚さ : 60 * 10^3 (m) レイリー散乱用のスケール高さ : 地表から 8.0 * 10^3(m) ミー散乱用のスケール高さ : 地表から 1.2 * 10^3 …

Valid turbidity parameter range for Preetham sky model

Perez の空モデルと天頂の計算式が下の (A) Preetham 1999 で提案されているが, その turbidity のパラメータの適切な範囲は (B) によると 2.0 ~ 6.0 である この範囲外の結果(1.0 や 12.0)が (A) にも載っているが, 輝度が高すぎたり, 負の値になるので注…

Notes of HDRI environment maps resources

About パノラマの HDRI 環境マップのリソースへのリンク集 URL (via Tutorial: Introduction to Skyshop | Marmoset ) http://dativ.at/lightprobes/ http://gl.ict.usc.edu/Data/HighResProbes/ http://www.openfootage.net/ http://www.hdri-hub.com/ http…

Notes of some height map data

About ハイトマップのテクスチャのサンプル Puget Sound Terrain http://www.cc.gatech.edu/projects/large_models/ps.html Grand Canyon http://www.cc.gatech.edu/projects/large_models/gcanyon.html

Notes of kd-tree

URL Lecture 13+ : Nearest Neighbor Search http://andrewd.ces.clemson.edu/courses/cpsc805/references/nearest_search.pdf K-D trees CSE 373. Data Structures. Lecture22. https://courses.cs.washington.edu/courses/cse373/02au/lectures/lecture22l…

Notes of fractal terrains

URL "Procedural Fractal Terrains" https://www.classes.cs.uchicago.edu/archive/2014/winter/23700-1/project_4_and_5/MusgraveTerrain00.pdf "terrain raymarching" by iq http://www.iquilezles.org/www/articles/terrainmarching/terrainmarching.htm …