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Direct3D 12
Direct3D 12のプログラムとか…
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Primer : 入門記事
Direct3D 12 予習
Direct3D 12 入門
テクスチャマッピング
Bundle
PMD モデル (1)
はじめてのメッシュシェーダ
メッシュレットカリング
バインドレスリソース
GPU Upload Heaps
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DXR : レイトレーシング
DirectX Raytracing入門
シェーダテーブル
Ray Query
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Direct3D 11
Direct3D 11のプログラムとか…
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Primer : 入門記事
Direct3D 11 再入門
デモフレームワーク作成
コンピュートシェーダの基本(1)
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Lighting : 照明処理
Linear Lighting
正規化Lambert
正規化Phong
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Shadowing : 影処理
シャドウマップの基本
平行分割シャドウマップ
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Post Effect : ポストエフェクト
川瀬式グレアエフェクトを勉強する(1)
川瀬式グレアエフェクトを勉強する(2)
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Ray Tarcing
レイトレのプログラムとか…
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Primer : 入門記事
Realistic Ray Tracing 勉強メモ(1)
Realisitc Ray Tracing 勉強メモ(2)
Realisitc Ray Tracing 勉強メモ(3)
Realisitc Ray Tracing 勉強メモ(4)
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Technical Articles
技術的な書き物とか…
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Roughly Translation : 下訳
超雑訳 Robust Monte Carlo Methods For Light Transport Simulation (1)
超雑訳 Robust Monte Carlo Methods For Light Transport Simulation (2)
超雑訳 Robust Monte Carlo Methods For Light Transport Simulation (3)
超雑訳 Physically Based Lighting at Pixar
超雑訳 Physically Based Shading at Disney
超雑訳 Extending the Disney BRDF to a BSDF with Integrated Subsurface Scattering
超雑訳 Progressive Photon Mapping: A Probabilistic Approach (1)
超雑訳 Progressive Photon Mapping: A Probabilistic Approach (2)
超雑訳 Progressive Photon Mapping: A Probabilistic Approach (3)
超雑訳 Fast Ray Tracing by Ray Classification
超雑訳 Ray Classification for Accelerated BVH Traversal
超雑訳 Spatiotemporal Variance-Guide Filtering: Real-Time Reconstruction for Path-Traced Global-Illumination
超雑訳 Fast Product Importance Sampling of Environment Maps
超雑訳 Particle Transport and Image Synthesis
超雑訳 Importance Resampling for Global Illumination
超雑訳 Spatiotemporal reservoir resampling fore real-time ray tracing with dynamic direct lighting
超雑訳 Rearchitecting Spatiotemporal Resampling for Production
超雑訳 ReSTIR GI: Path Resampling for Real-Time Path Tracing
超雑訳 Generalized Resampled Importance Sampling: Foundations of ReSTIR
超雑訳 Supplementray Document: Generalized Resampled Importance Sampling: Foundations of ReSTIR
超雑訳 World-Space Spatiotemporal Reservoir Reuse for Ray-Traced Global Illumination
超雑訳 Real Shading in Unreal Engine 4
超雑訳 Moving Frostbite to Physically Based Rendering 2.0 (1)
超雑訳 Moving Frostbite to Physically Based Rendering 2.0 (2)
超雑訳 Moving Frostbite to Physically Based Rendering 2.0 (3)
超雑訳 Moving Frostbite to Physically Based Rendering 2.0 (4)
超雑訳 Moving Frostbite to Physically Based Rendering 2.0 (5)
超雑訳 Moving Frostbite to Physically Based Rendering 2.0 (6)
超雑訳 Moving Frostbite to Physically Based Rendering 2.0 (7)
超雑訳 Moving Frostbite to Physically Based Rendering 2.0 (8)
超雑訳 Real-Time Polygonal-Light Shading with Linear Transformed Cosines
超雑訳 Material Advances in Call of Duty: WWⅡ
超雑訳 A Multiple-Scattering Microfacet Model for Real-Time Image-based Lighting
超雑訳 A Journey Through Implementing Multiscattering BRDFs & Area Lights
超雑訳 Practical multiple scattering compensation for microfacet models
超雑訳 A Scalble and Production Ready Sky and Atmosphere Rendering Technique
超雑訳 Creating the Atmospheric World of Red Dead Redemption 2
超雑訳 The Visibility Buffer: A Cache-Friendly Approach to Deferred Shading
超雑訳 Revisting Physically Based Shading at Imageworks
超雑訳 Point Light Attenuation Without Singularity
超雑訳 Improved Culling for Tiled and Clustered Rendering Call of Duty Infinite Warfare
超雑訳 Adventures with Deferred Texturing in Horizon Forbidden West
超雑訳 Real-Time Rendering of Plant Leaves
超雑訳 Physically Based Real-Time Translucency for Leaves
超雑訳 Hashed Alpha Testing
超雑訳 Improved Alpha Testing Using Hashed Sampling
超雑訳 Alpha Distribution for Alpha Testing
超雑訳 Deringing Spherical Harmonics
超雑訳 The design and evolution of the UBERBAKE light baking system
超雑訳 Real-Time Global Illumination using Precomputed Light Field Probes
超雑訳 Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields
超雑訳 Stupid Spherical Harmonics (SH) Tricks
超雑訳 Practical Realtime Strategies for Accureate Indirect Occlusion (1)
超雑訳 Practical Realtime Strategies for Accureate Indirect Occlusion (2)
超雑訳 Scalable Ambient Obscurance
超雑訳 Line-Sweep Ambient Obscurance
超雑訳 Effecient Screen-Space Approach to High-Quality Multi-Scale Ambient Occlusion
超雑訳 High-Quality Screen-Space Ambient Occlusion using Temporal Coherence
超雑訳 Screen Space Indirect Lighting with Visibility Bitmask
超雑訳 Stochastic Screen-Space Reflections
超雑訳 Optimized Pixel-projected reflections for planar reflectors
超雑訳 Logarithmic Perspective Shadow Maps (1)
超雑訳 Logarithmic Perspective Shadow Maps (2)
超雑訳 Logarithmic Perspective Shadow Maps (3)
超雑訳 Logarithmic Perspective Shadow Maps (4)
超雑訳 Logarithmic Perspective Shadow Maps (5)
超雑訳 Logarithmic Perspective Shadow Maps (6)
超雑訳 Logarithmic Perspective Shadow Maps (7)
超雑訳 Logarithmic Perspective Shadow Maps (8)
超雑訳 Logarithmic Perspective Shadow Maps (9)
超雑訳 Logarithmic Perspective Shadow Maps (10)
超雑訳 Logarithmic Perspective Shadow Maps (11)
Adaptive Depth Bias For Shadow Mapについて。
超雑訳 Adaptive Shadow Maps
超雑訳 Single-Pass Stable Cascaded Bounding Box Shadow Maps
超雑訳 Queried Virtual Shadow Map
超雑訳 CSM Scrolling, An acceleration technique for the rendering of cascaded shadow maps
超雑訳 Resolution Estimation for Shadow Mapping
超雑訳 Fitted Virtual Shadow Map
超雑訳 Moment Shadow Mapping
超雑訳 A Scalable Real-Time Many-Shadowed-Light Rendering System (1)
超雑訳 A Scalable Real-Time Many-Shadowed-Light Rendering System (2)
超雑訳 Shadow Techniques from Final Fantasy XVI
超雑訳 Separable Subsurface Scattering: Expanded Technical Report
超雑訳 Separable Subsurface Scattering Supplementray Materials
超雑訳 Approximate Reflectance Profiles for Efficient Subsurface Scattering
超雑訳 Rapid Acquisition of Specular and Diffuse Normal Maps from Polarized Spherical Gradient Illumination
超雑訳 Real-time subsurface scattering with single pass variance-guided adaptive importance sampling
超雑訳 Cache and Bandwidth Aware Real-Time Subsurface Scattering (1)
超雑訳 Cache and Bandwidth Aware Real-Time Subsurface Scattering (2)
超雑訳 Cache and Bandwidth Aware Real-Time Subsurface Scattering (3)
超雑訳 Plausible Iris Caustics and Limbal Arc Rendering
超雑訳 Image-Based Modeling of the Human Eye
超雑訳 Light Scattering from Human Hair Fibers
超雑訳 Dual Scattering Approximation for Fast Multiple Scattering in Hair
超雑訳 An Energy-Conserving Hair Reflectance Model
超雑訳 A Practical and Controllable Hair and Fur Model for Production Path Tracing
超雑訳 Physically Based Hair Shading in Unreal
超雑訳 The Process of Creating Volumetric-based Materials in Uncharted 4
超雑訳 Strand-based Hair Rendering in Frostbite
超雑訳 Shadow Caster Culling for Efficient Shadow Mapping
超雑訳 CHC++: Coherent Hierachical Culling Revisited
超雑訳 Masked Depth Culling for Graphics Hardware
超雑訳 Masked Software Occlusion Culling
超雑訳 Physically-Based Real-Time Lens Flare Rendering
超雑訳 Supplemental Material - Physically-Based Real-Time Lens Flare Rendering
超雑訳 A Reconstruction Filter for Plausible Motion Blur
超雑訳 A Fast and Stable Feature-Aware Motion Blur Filter
超雑訳 A Survey of Temporal Antialiasing Techniques
超雑訳 Real-time Edge-Aware Image Processing with Bilateral Grid
超雑訳 HypeHype Mobile Rendering Architecture
超雑訳 Weighted Blended Order-Independent Transparency
超雑訳 Moment-Based Order-Indepdent Transparency
超雑訳 Supplementary Document on Moment-Based Order-Independent Transparency
超雑訳 Moment Transparency
超雑訳 Supplementary Document for Moment Transparency
超雑訳 Nanite A Deep Dive
超雑訳 Maximizing Graphics Performance with Flexible Virtualized Geometry
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Tips : コツ
位置座標を復元したい。
深度の精度を高くしたい。
コンピュートシェーダで実行する際は…
SV_DispatchThreadIDとかのメモ
ラスタライザーの効率性を測るシェーダ
エイリアシング誤差の可視化
ビジビリティカリング メモ(1)
ビジビリティカリング メモ(2)
ビジビリティカリング メモ(3)
NaNをなくす
キューブマップからスフィアマップへの変換
GPU最適化備忘録
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Presentation : プレゼンテーション
中級グラフィックス入門~シャドウマッピング総まとめ~
中級グラフィックス入門~色彩工学編~
ReSTIRについて
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Publications
出版物とか…
Pocol,
"Direct3D12 ゲームグラフィックス実践ガイド"
, 技術評論社, 2021. [
Errata
]
Copyright © 2006-2024 Pocol.