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Version : 1.3 – Living blog – First version was 19 March 2013 This is the third post of a series about simulating rain and its effect on the world in game. As it is a pretty big post, I split it in two parts A and B: Water drop 1 – Observe rainy world Water drop 2a – Dynamic rain and its effects Water drop 2b – Dynamic rain and its effects Water drop 3a – Physically based wet surfaces Water drop 3
During my investigation on supporting IES lights for the Frostbite engine (With the help of Rodney Huff!) I have met several hurdles. The IES format is rather badly specified and when implementing a parser, many questions come without answer (And handling the different sysmetry is insane). This post is about helping people to find their way to support IES lights in their engine. And I will say tha
With permission of Dontnod entertainment http://www.dont-nod.com/ I get the permission from Dontnod entertainment to release the graphic chart I, Sophie Van de Velde (Lead environment) and Laurent Harduin (Lighter) made for the artists to help them with the physically based rendering (PBR) workflow present in the Unreal engine 4. This chart is an updated version of the previous chart I post on th
Version : 1.67 – Living blog – First version was 4 September 2011 AMD Cubemapgen is a useful tool which allow cubemap filtering and mipchain generation. Sadly, AMD decide to stop the support of it. However it has been made open source [1] and has been upload on Google code repository [2] to be improved by community. With some modification, this tool is really useful for physically based renderin
Version : 1.0 – Living blog – First version was 17 August 2011 With permission of my company : Dontnod entertainment http://www.dont-nod.com/ Adopting a physically based shading model is just a first step. Physically based rendering (PBR) require to use physical lighting setup and good spatially varying BRDF inputs (a.k.a textures) to get best results. Feeding the shading model with physically pl
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