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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 10:47:09 830
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
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