[gpu pro3]弱文合集

gpu pro3的质量真是让我很失望,含金量不是特别高,肯定是有收获了,但是比起gpu gems,gdc,siggraph这种真是差太多了,有几篇鸡肋型的记吧太差,不记吧还是有一些复习作用的,做到这个弱文合集吧。


z3 culling

莫名其妙的一个文章,比较怀疑它的做法真的会快么,在实际引擎中我觉得只会慢。

不过里面提到一个细节,很长时间没看倒是记得没那么牢了,就是zcull的条件,在nv的gpu programming guide里面有写:

geforce6,7系列有coarse zcull,geforce8有fine zcull

coarse zcull的条件:

  • 需要clear来enable zcull,这个我以前在ps3上干过一个很二的优化,使用全屏quad来取代clear(能快0.2ms),然后把帧数拖慢了将近10帧
  • pixel shader写z不行:可以理解
  • z test方向不一致不行:可以理解
fine zcull(early z)会失效如果:
  • pixel shader写z
  • (写z||写stencil||occlusion query enable)&&(alpha test enable || pixel shader里有texkill || alpha to coverage)
    • 因为early z是通过zrop这个unit来实现的,这个是硬件 设计的原因,只能做一次,如果zwrite&&alphaTest,那么就必须失效了,
z3 culling本身就不提了。

quaternion based render engine
太可笑了,wolfgang怎么能收这样的文章----标题党+水文。
对wolfgang的印象真是越发不好,他的工作室的demo也很不给力,以后要调整对wolfgang的期望值了。
里面提到的quaternion取代tangent/normal/binormal还是用的5个float,crytek的dual quaternion skinning里面老早就给出了更好的方案,是normalized quaternion+reflection。



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Hardcover: 320 pages Publisher: A K Peters/CRC Press (March 18, 2016) Language: English ISBN-10: 149874253X ISBN-13: 978-1498742535 The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike. Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro 7: Advanced Rendering Techniques assembles a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. It incorporates contributions from more than 30 experts who cover the latest developments in graphics programming for games and movies. The book covers advanced rendering techniques that run on the DirectX or OpenGL runtimes, as well as on any other runtime with any language available. It details the specific challenges involved in creating games across the most common consumer software platforms such as PCs, video consoles, and mobile devices. The book includes coverage of geometry manipulation; rendering techniques, handheld devices programming, effects in image space, lighting, 3D engine design, graphics-related tools, and environmental effects. It also includes a dedicated section on general purpose GPU programming that covers CUDA and DirectCompute examples. In color throughout, GPU Pro 7 presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with downloadable source code are also provided on the book’s CRC Press web page.

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