The Research and Development Department in tri-Ace Inc.

 

If you have a question about these publications, please e-mail research at tri-ace.co.jp

We always welcome programmers and technical artists to our R&D Department.

   If you would like to work with us as a graphics programmer, engine programmer, network programmer, server programmer, infrastructure engineer, physics programmer, AI programmer, tool programmer, some technical programmer or technical artist, why don't you contact us (research at tri-ace.co.jp) right now? Even if you are a non-Japanese-speaker, it doesn't matter.

   If you are interested in our company or R&D, please feel free to contact https://www.tri-ace.co.jp/en/contact/index.php or research at tri-ace.co.jp in English or Japanese.

 

"Profle-Driven Development in core parts of a game engine" CEDEC 2020

[PPTx file] (these slides are written in Japanese)

Link to Compute Entertainment Developers Conference.

 

 

"Android/iOS compatible engine development report for expert engineers" CEDEC 2019

[PPTx file] (these slides are written in Japanese)

Link to Compute Entertainment Developers Conference.

 

 

"Practical Deep Learning for Graphics Engineers" CEDEC 2018

[PPTx file] (these slides are written in Japanese)

Link to Compute Entertainment Developers Conference.

 

 

"Designing Physically Based Microfacet Models for Next Generation" CEDEC 2015

[PPTx file] (these slides are written in Japanese)

Link to Compute Entertainment Developers Conference.

 

 

 

"Real-time Rendering of Physically Based Optical Effect in Theory and Practice" SIGGRAPH 2015

SIGGRAPH 2015 Course

 

 

 


"Approximating the Rendering Equation in the Shader" CEDEC 2014

[PPTx file] (these slides are written in Japanese, we might prepare the English version by request)

Link to Compute Entertainment Developers Conference.

 

"Designing Reflectance Models for New Consoles" SIGGRAPH 2014

[Course Notes (pdf)][Slides (pptx)]

 

 

"High-End Graphics for Smartphones and Tablets: A Development Case Study" ABC 2014 Spring

[PPTx file] (these slides are written in Japanese)

This presentation is a revised version of the same presentation as CEDEC 2013 (and focuses on Android.)

Link to Android Bazaar and Coeference.

 

"Physically Based Reflectance Model Design for Next Generation" CEDEC 2013

[PPTx file] (these slides are written in Japanese, we might prepare the English version by request)

Some equations were wrong and fixed (Sep 2, 2013).

Link to Compute Entertainment Developers Conference.

 

"High-End Graphics for Smartphones and Tablets: A Development Case Study" CEDEC 2013

[PPTx file] (these slides are written in Japanese)

Link to Compute Entertainment Developers Conference.

 

 

"How to Design Your Art Assets for Physically Based Rendering" CEDEC 2012

[PPTx file] (these slides are written in Japanese)

The expression about how to make albedo texture by hand in the slide 35 was changed.

Link to Compute Entertainment Developers Conference.

 

"Beyond a Simple Physically Based Blinn-Phong Model in Real-time" SIGGRAPH 2012

[Course Notes (pdf)][Slides (pptx)]

There were errors in equations of the Oren-Nayar simplification in course notes and slides and the latest files fixed these errors. Since our implementation was correct, graphs and screenshots in the materials were also correct. (Oct. 31, 2012) Thanks James Canete for pointing out.

An image comparison of Oren-Nayar with IBL was wrong in the talk, which was fixed with these materials and course notes are the latest version. (Aug. 2012)

Materials for this course can be also found in http://blog.selfshadow.com/publications/s2012-shading-course/

"Practical Physically Based Rendering in Real-Time" GDC 2012

[PPTx file]

Link to Game Developer Conference.

 

 "tri-Ace Technical Demo Trailer 2011"

 The video demonstrates "Physically Based Rendering version 0.1" using our game engine.

 This video is not related to our developing titles at all.

 If you would like to know further technical details of the video, check here.

 If you are interested in technologies used in the video or our game engine, please feel free to contact research at tri-ace.co.jp

 

"Real-time Physically Based Rendering - Basic Theory" CEDEC 2011

 [PPTx file] (Japanese Version)

 [PPTx file] (English Version)

  Link to Computer Entertainment Developers Conference.

 

"Real-time Physically Based Rendering - Implementation" CEDEC 2011

 [PPTx file] (Japanese Version)

 [PPTx file] (English Version)

  Link to Computer Entertainment Developers Conference.

 

"Physically Based Lighting for Rendering" CEDEC 2010

 [PPT file] (these slides are written in Japanese)

  sRGB value of 18% gray was ambiguous in the original slide, it was corrected in this version.

  Link to CESA Developers Conference.

 

 "Film Simulation for Video Games" SIGGRAPH 2010

 [Course Notes] [PPT file]

  These are course notes and slides for SIGGRAPH 2010 Course "Color Enhancement and Rendering in Film and Game Production"

  Materials for this course can be also found in http://renderwonk.com/publications/s2010-color-course/

 Link to ACM SIGGRAPH 2010

 "Practical Implementation of physically based shading models at tri-Ace" SIGGRAPH 2010

 [Course Notes] [PPT file]

  These are course notes and slides for SIGGRAPH 2010 Course "Physically Based Shading Models in Film and Game Production"

  Materials for this course can be also found in http://renderwonk.com/publications/s2010-shading-course/

  Link to ACM SIGGRAPH 2010

 "Hontou-no HDR hyougen-e (Beyond a glare effect for HDR Rendering - Basic of Reflectance)" CEDEC 2009

 PPT file (these slides are written in Japanese)

  In the slide for CEDEC 2009, refractive indices of some materials were inappropriate. Now new slides are available with updated refractive indices.

  Link to CESA Developers Conference.

 

"STAR OCEAN 4 : Flexible Shader Management and Post-processing" GDC 2009

 PPT file

 This presentation mainly contains an overview of our flexible shader management system and physically-based camera simulation.  More details in these slides are also covered in our previous presentations for  CEDEC 2007 (about the film simulation and some lens simulations) and CEDEC 2008 (about the flexible shader management). However, unfortunately, they are written in Japanese.

 We found the lens equation shown in the slide wrong and updated the slide from GDC version. Thanks for pointing out by Mr. Masaki Kawase.

 Link to Game Developers Conference.

"Shader Kanrijirei - Jiyudoto Hikikaeni - (Postmortem of Shader Management)" CEDEC 2008

  PPT file (these slides are written in Japanese)  

  Link to CESA Developers Conference.

 

 

                                       

"Renderist no tame no camera (kougaku) riron to post effect (Camera, optics theory and post effects for renderists)" CEDEC 2007

  PPT file (these slides are written in Japanese)

  These slides are part of the session. The different topic was also presented by Mr. Masaki Kawase in the same session. His presentation slides are here and they are excellent. So you must check it!

  If you have questions about these slides. please mail to research@tri-ace.co.jp

  Link to CESA Developers Conference.

Cedec 2006

"Game programmer no tame no syokyu PRT (Introduction of PRT for game programmers)" CEDEC 2006

  PPT file (these slides are written in Japanese)

   Link to CESA Developers Conference.

 

 

"Practical Implementation of SH Lighting and HDR Rendering on PlayStation 2" GDC 2005

    Full length version (ppt file) These slides have been updated from the proceeding CD-ROM of GDC.

    Session version (ppt file)

  Link to Game Developers Conference.

 

 

 

 

Last Update 2020/09/04

 

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