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转载 2020-11-25
Refer tohttps://nick-shaw.github.io/cinematiccolor/common-rgb-color-spaces.htmlCinematic Color 2Preface Introduction Color Science Workflow Appendix Glossary Bibliography4.1Common RGB Color SpacesAn RGB color space is defined by its pr...
2020-11-25 22:07:10 594
转载 Unreal Engine 4 Rendering Part 1: Introduction
Repost from:https://medium.com/@lordned/unreal-engine-4-rendering-overview-part-1-c47f2da65346IntroductionUnreal Engine 4’s rendering system is endlessly configurable and supports most of the l...
2019-12-13 10:14:51 851
转载 Comparing Edge Detection Methods
Refer tohttps://medium.com/@nikatsanka/comparing-edge-detection-methods-638a2919476eThere are many different edge detection methods out there and if you ever wondered how they compare with each ...
2019-11-26 19:46:26 375
转载 Tone Mapping(简洁直观的Tonemapping介绍)
转自:https://64.github.io/tonemapping/What is tone mapping?Most monitors are capable of displaying RGB values in the range of[0, 255][0,255]. However, in real life, there is no limit on the amount ...
2019-11-25 14:36:54 8778
转载 Mobile GPU上Alpha Test的性能探讨
转载自:https://gameinstitute.qq.com/community/detail/123042因为,每家芯片的特性不同,根据向framebuffer写法的不同,分为tile-based的mobile cpu,如ImgTec PowerVR,ARM Mali,一部分老版本Qualcomm Adreno。还有标准的direct(immediate)的mobile cpu,如...
2019-10-16 16:05:45 939
原创 Temparal AA
1 技术方案TAA的传统方案,主要使用的项目有UE4引擎,NaugtyDog内部引擎等。High Quality Temporal Supersampling:http://advances.realtimerendering.com/s2014/epic/TemporalAA.pptxTemporal Antialiasing In Uncharted 4:http://ad...
2019-07-15 21:08:21 498
转载 Uniform buffers vs texture buffers: The 2015 edition
http://www.yosoygames.com.ar/wp/2015/01/uniform-buffers-vs-texture-buffers-the-2015-edition/
2019-04-17 10:54:01 180
转载 Visual Appearance Of Skin
https://static1.squarespace.com/static/55c8de82e4b0773394619506/t/5af6a5a103ce64a429b9ca09/1526113711602/180509_Visual_Appearance_Of_Skin.pdf
2018-11-13 18:42:35 169
转载 TECHNIQUES AND DESIGN PATTERNS IN GAME ENGINE PROGRAMMING
https://www.theseus.fi/bitstream/handle/10024/110121/teemu_turkia.pdf?sequence=2
2018-08-09 11:22:47 164
转载 Constant Buffers without Constant Pain
By Holger Gruen, posted Jan 14 2015 at 10:38AMTags: GameWorksGameWorks Expert DeveloperDX12DX11Constant Buffers without Constant PainSince the release of DirectX 10 ™ 3D programmers have had to deal w...
2018-05-07 21:06:23 340
转载 GCN Performance Tweets
http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2013/05/GCNPerformanceTweets.pdf
2018-01-22 10:17:49 342
转载 [转载] GPU Optimization Fundamentals
https://www.olcf.ornl.gov/wp-content/uploads/2013/02/GPU_Opt_Fund-CW1.pdf
2018-01-13 19:14:52 344
转载 About LOD calculation
https://graphics.pixar.com/library/LOD2002/2-perception.pdf
2017-12-14 10:35:30 258
原创 UE4 To Support Framebuffer Fetch For OpenGL ES3.1
1. IntroduceAs we all know, most of mobile devices are base on tile-based GPU architecture. For these kinds of GPU, There's no extra performance to fetch frame buffer directly in pixel shader. Corresp
2017-10-20 14:02:38 2412
转载 [UE4] Debugging the Shader Compiling Process
Refer to: https://www.unrealengine.com/en-US/blog/debugging-the-shader-compiling-processDebugging the Shader Compiling ProcessBy Rolando CalocaIntroDuring development, it’s a goo
2017-09-11 16:04:50 1912
原创 High Quality with High Performance UE4 Mobile Game
1. Target Configuration & Target QualityHardware will limit maximum possible. Low end hardware can't afford high quality. To balance quality and performance, every game should define its recomme...
2017-06-18 17:06:46 6253
原创 UE4 Mobile Physical-Based Rendering and Material Template Design
1. TheoryPhysically-based rendering is a theory to shade based on physical lighting theory instead of artist painting. That means it's more accurate. Artist need to suit for new pipeline and discr
2017-06-18 16:55:51 1811
原创 GPU Fixed-function Pipeline
Long time ago, there's no GPU for computer system. Game will use CPU to draw all graphics. Later, GPU come out, it has all functions with hardware chips, all need to be configured to make it work as e
2017-02-17 11:40:12 924
原创 Unreal engine 4 Automation Test
Unreal engine 4 support automation test in UE4 editor. Following is detail information from UE4 documentation.Automation System Overview: https://docs.unrealengine.com/latest/INT/Programmi
2017-02-14 10:42:50 1831
转载 Forward vs Deferred vs Forward+ Rendering with DirectX 11
Refer to http://www.3dgep.com/forward-plus/
2017-01-12 17:58:07 583
转载 Constant buffers without constant pain(对于GPU constant buffer的说明).
https://developer.nvidia.com/content/constant-buffers-without-constant-pain-0
2016-04-11 14:03:35 786
转载 几个AAA游戏中的shadow map处理
http://blog.csdn.net/toughbro/article/details/7941821http://www.dimension3.sk/downloads/valient12_shadows_in_games.pdf
2016-03-24 15:50:53 549
转载 Computer shader in practice.
A detail example to show, how to optimize computer shader step by step.http://on-demand.gputechconf.com/gtc/2010/presentations/S12312-DirectCompute-Pre-Conference-Tutorial.pdf
2016-03-21 17:29:02 396
转载 Tips for optimizing mobile graphic performance
Tips for optimizing mobile graphic performance
2016-03-21 17:27:24 299
转载 虚幻引擎网络架构——No.0概述
转载,参考原文(http://www.cnblogs.com/NEOCSL/p/4667283.html)0:虚幻引擎网络架构 虚幻引擎的网络架构这篇文章是Tim Sweeney书写的。我将在这里对自己读取到的内容进行注解和分析。 1.为什么要研究虚幻网络概述? 虚幻网络概述的组织性适合射击类型游戏,射击类型游戏具有极高的网络反馈才能支持快节奏的游
2016-03-02 18:42:09 657
转载 [转]关于现代CPU,程序员应当更新的知识
转自:http://www.iteye.com/news/30978从1980年代以来,CPU有哪些新变化?这些变化又是如何影响程序员的?本文将会为你解答这些问题。 原文链接:[url=”http://danluu.com/new-cpu-features/ “]http://danluu.com/new-cpu-features/ [/url] 作者:Dan Luu 有人在Twitter上
2015-09-24 14:23:53 1011
转载 A brief introduction to C++ and Interfacing with Excel
http://www.maths.manchester.ac.uk/~ahazel/EXCEL_C++.pdf
2015-06-25 10:16:21 490
转载 A unreal4 FPS tutorial.
http://neopangaia.com/unity-unreal/ue4-fps-c-tutorial/
2015-04-15 15:29:29 370
转载 高斯模糊的一种优化思路
http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
2015-04-01 16:45:44 602
转载 SSR
IntroductionIn typical deferred rendering engine, GBuffer will include all pixel's normal and depth information. As we all know, pixel position is just the eye-ray in view space. Then, it is possi
2014-11-24 18:01:38 4698
原创 Random number for GPU
http://www.reedbeta.com/blog/2013/01/12/quick-and-easy-gpu-random-numbers-in-d3d11/
2014-11-20 10:47:09 829
转载 miniz compared to other real-time and high-ratio compressors
IntroductionThis page shows how miniz.c v1.10 compares to several other popular open source lossless data compression codecs at compression level 9 (max compression), with two examples at level 1
2014-11-11 11:13:25 1369
原创 Temporal AA
Graphihttp://www.dsogaming.com/news/epic-games-shows-incredible-new-anti-aliasing-technique-screenshots-video-comparison/
2014-11-04 14:16:28 1821
原创 Color correction
Introduce Color correction is general term(refer to wiki), in video game, it's also called 'color grading'. Color grading is the process of altering and enhancing the color of a moti
2014-10-29 10:20:42 2530
原创 Physically based shading
Reference:Gamehttp://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/
2014-10-14 16:34:19 1547 1
转载 近距离观察Tone mapping.
原文: http://mynameismjp.wordpress.com/2010/04/30/a-closer-look-at-tone-mapping/
2014-10-07 15:52:37 3757
转载 关于Gbuffer中的normal存储
转自:http://aras-p.info/texts/CompactNormalStorage.htmlCompact Normal Storage for Small G-BuffersIntroBaseline: store X&Y&ZMethod 1: X&YMethod 3: Spherical CoordinatesMethod
2014-10-07 11:09:06 3903
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