Image-based Lighting approaches and parallax-corrected cubemap Version : 1.28 – Living blog – First version was 2 December 2011 This post replace and update a previous post name “Tips, tricks and guidelines for specular cubemap” with information contain in the Siggraph 2012 talk “Local Image-based Lighting With Parallax-corrected Cubemap” available here. Image-based lighting (IBL) is common in gam
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
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
With permission of my company : Dontnod entertainment http://www.dont-nod.com/ Edit: There is a more recent version of this chart for UE4 here. I get the permission from my company to release the graphic chart I made for our artists to help them with our new physically based rendering (PBR) workflow. In the past I provided a blurred and reduced version of it in my blog post: feeding a physical ba
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
The slides of my and Evgenii Golubev talk “The Road toward Unified Rendering with Unity’s High Definition Render Pipeline” in the advance realtime rendering course at Siggraph 2018 are available here: http://advances.realtimerendering.com/s2018/index.htm This talk is about the architecture of Unity’s High Definition Render Pipeline (HDRP – Lighting, Material, Decal) from a high level perspective a
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