Realtime Rendering Technology 資料

The Rendering Technology of Killzone
https://www.slideshare.net/guerrillagames/the-rendering-technology-of-killzone-2

Deferred Rendering in Killzone 2
https://www.slideshare.net/guerrillagames/deferred-rendering-in-killzone-2-9691589

The Rendering Equation & Monte Carlo Ray Tracing
https://www.cs.rpi.edu/~cutler/classes/advancedgraphics/S11/lectures/13_monte_carlo.pdf

従来のゲーム向けライト(ポイントライト, ディレクショナルライト)で
http://d.hatena.ne.jp/hanecci/20130604/p1

Remember Me の物理ベースレンダリング (GDC Europe 2013)の説明
http://d.hatena.ne.jp/hanecci/20130913/p1

フレネル反射率について
http://d.hatena.ne.jp/hanecci/20130602

大規模CSゲームにおけるライトマス運用
https://www.slideshare.net/EpicGamesJapan/cs-66750222

A Certain Slant of Light – Past, Present and Future Challenges of Global Illumination in Games
https://www.slideshare.net/DICEStudio/siggraph-2017-a-certain-slant-of-light-past-present-and-future-challenges-of-global-illumination-in-games

WebGL Deferred Irradiance Volumes
http://codeflow.org/entries/2012/aug/25/webgl-deferred-irradiance-volumes/

DirectX 12: Execute Indirect and Asynch GPU culling
https://www.youtube.com/watch?v=fKD-VKJeeds

Radiosity Overview: Part 1
https://www.siggraph.org//education/materials/HyperGraph/radiosity/overview_1.htm

Unreal Engine 4 関連調査
http://technorgb.blogspot.com/2015/08/unreal-engine-4.html

Feeding a physically based shading model
https://seblagarde.wordpress.com/2011/08/17/feeding-a-physical-based-lighting-mode/

Adopting a physically based shading model
https://seblagarde.wordpress.com/2011/08/17/hello-world/

DONTNOD Physically based rendering chart for Unreal Engine?4
https://seblagarde.wordpress.com/2014/04/14/dontnod-physically-based-rendering-chart-for-unreal-engine-4/

Schlick’s approximation
https://en.wikipedia.org/wiki/Schlick%27s_approximation

SOLIDANGLE shading ドキュメント
https://support.solidangle.com/display/SItoAUG/Shading

Physically-Based Shading at Disney
http://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_slides_v2.pdf

Real Shading in Unreal Engine 4
https://de45xmedrsdbp.cloudfront.net/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf

Background: Physics and Math of Shading
http://blog.selfshadow.com/publications/s2012-shading-course/hoffman/s2012_pbs_physics_math_slides.pdf

Authoring Real-Time Volumetric Cloudscapes with the Decima Engine
https://www.slideshare.net/guerrillagames/nubis-authoring-realtime-volumetric-cloudscapes-with-the-decima-engine

Microfacet Models for Refraction through Rough Surfaces
https://www.cs.cornell.edu/~srm/publications/EGSR07-btdf.pdf
Microfacet という言葉が使われ始めた初期の論文?

Energy-Conserving Wrapped Diffuse
http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/

BASIC THEORY OF PHYSICALLY-BASED RENDERING
https://marmoset.co/posts/basic-theory-of-physically-based-rendering/

PHYSICALLY-BASED RENDERING, AND YOU CAN TOO!
https://marmoset.co/posts/physically-based-rendering-and-you-can-too/

Microfacet Models for Refraction through Rough Surfaces
https://www.cs.cornell.edu/~srm/publications/EGSR07-btdf.pdf

マイクロファセットの分布関数 D(m) について
http://d.hatena.ne.jp/hanecci/20130511/p1

Energy-Conserving Wrapped Diffuse
http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/

Monte Carlo integration
https://en.wikipedia.org/wiki/Monte_Carlo_integration

Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs
http://jcgt.org/published/0003/02/03/paper.pdf

A Reflectance Model for Computer Graphics
http://www.graphics.cornell.edu/~westin/consortium-home/cook-tog.pdf

脱・完全鏡面反射~GGXについて調べてみた~
https://qiita.com/_Pheema_/items/f1ffb2e38cc766e6e668

Chapter1. レイトレーシング法とは何か
https://www.vcl.jp/~kanazawa/raytracing/?page_id=1154

Reflection models
http://slideplayer.com/slide/8854613/

Physically-based Illumination Model
http://slideplayer.com/slide/9989581/

Microfacetモデルの重点サンプリング
http://tatsyblog.sakura.ne.jp/wordpress/applications/graphics/1742/

PHYSICALLY-BASED RENDERING, AND YOU CAN TOO!
https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/

Penn graphics
https://www.slideshare.net/floored/penn-graphics

Burley Diffuseについて考えてみる
https://shikihuiku.wordpress.com/2014/05/01/burley-diffuse%E3%81%AB%E3%81%A4%E3%81%84%E3%81%A6%E8%80%83%E3%81%88%E3%81%A6%E3%81%BF%E3%82%8B/

Physically Based Materials
https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/PhysicallyBased

ART STATION の投稿
https://www.artstation.com/artwork/4OyB4
https://80.lv/articles/how-does-mawi-united-create-natural-assets/

Megascans+Unity
https://www.youtube.com/watch?v=Qyl8C7uWHMc
https://www.youtube.com/watch?v=T4uej9tppsU

Procedural Landscape Generation for Game Environments
https://80.lv/articles/procedural-landscape-generation-for-game-environments/

キーワード
・OpenFOAMによる熱移動と流れの数値解析
・続・有限要素法による流れのシミュレーション
・数値流体力学
・ベクトル解析、マクスウェル方程式

リアルタイムレンダリング技術に関与する参考になる資料。
どの記事もとても素晴らしい内容です。

コメントを残す

メールアドレスが公開されることはありません。 * が付いている欄は必須項目です

このサイトはスパムを低減するために Akismet を使っています。コメントデータの処理方法の詳細はこちらをご覧ください