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——游戏引擎及计算机图形学技术

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.ppt...

2019-07-15 21:08:21

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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

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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

阅读数 20

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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

阅读数 47

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Constant Buffers without Constant Pain

By Holger Gruen, posted Jan 14 2015 at 10:38AMTags: GameWorksGameWorks Expert DeveloperDX12DX11Constant Buffers without Constant PainSince the releas...

2018-05-07 21:06:23

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GCN Performance Tweets

http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2013/05/GCNPerformanceTweets.pdf

2018-01-22 10:17:49

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[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

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About LOD calculation

https://graphics.pixar.com/library/LOD2002/2-perception.pdf

2017-12-14 10:35:30

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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 f...

2017-10-20 14:02:38

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[UE4] Debugging the Shader Compiling Process

Refer to: https://www.unrealengine.com/en-US/blog/debugging-the-shader-compiling-process Debugging the Shader Compiling Process By Rolando ...

2017-09-11 16:04:50

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High Quality with High Performance UE4 Mobile Game

1. Target Configuration & Target Quality Hardware will limit maximum possible. Low end hardware can't afford high quality. To balance qu...

2017-06-18 17:06:46

阅读数 3141

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UE4 Mobile Physical-Based Rendering and Material Template Design

1. Theory Physically-based rendering is a theory to shade based on physical lighting theory instead of artist painting. That means it's more accurat...

2017-06-18 16:55:51

阅读数 1085

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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 ch...

2017-02-17 11:40:12

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About normal map

Detail information about normalmap.

2017-02-14 10:47:48

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Unreal engine 4 Automation Test

Unreal engine 4 support automation test in UE4 editor.   Following is detail information from UE4 documentation. Automation System Overview:...

2017-02-14 10:42:50

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Forward vs Deferred vs Forward+ Rendering with DirectX 11

Refer to http://www.3dgep.com/forward-plus/

2017-01-12 17:58:07

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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

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几个AAA游戏中的shadow map处理

http://blog.csdn.net/toughbro/article/details/7941821 http://www.dimension3.sk/downloads/valient12_shadows_in_games.pdf

2016-03-24 15:50:53

阅读数 384

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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-DirectCom...

2016-03-21 17:29:02

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Tips for optimizing mobile graphic performance

Tips for optimizing mobile graphic performance

2016-03-21 17:27:24

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