痞子龙3D编程

学无止境,三人行必有我师,把这几年收藏的文章都晒出来,大家共享吧!向原创者致敬!察而知不足,严谨,求真,务实;网络收藏夹...

跨平台shader编译的过去、现在和未来

https://zhuanlan.zhihu.com/p/25024372 (本文根据我博客上的文章跨平台shader编译的过去、现在和未来改写。知乎编辑器不支持多个级别的标题,以至于我只能用加粗不加粗来区分了。。。) 很多跨平台游戏引擎都有统一shader的需求。比如...

2017-11-08 19:58:21

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用 C 语言画光

之前写过用 C 语言画心形、圣诞树、雪花、直线,这次我们试玩光学。 在这系列文章中,我们会在二维的画布上「绘画」一些基于物理的光。但作为趣味性的编程文章,我尽量用直觉、简单的方式去生成这些图像,仅介绍一些概念,和一般的正式计算机图形学内容不同。 本系列的源代码位于 miloyip/li...

2017-11-08 19:57:36

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Performance Optimization for Mobile Devices

http://robotinvader.com/blog/?p=438 Posted on July 12, 2014 by Chris This week at the Robot Invader compound we’ve be...

2017-07-28 11:13:06

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移动端海洋实时仿真技术研究与实现

http://blog.csdn.net/jxw167/article/details/54646773 笔者介绍:姜雪伟,IT公司技术合伙人,IT高级讲师,CSDN社区专家,特邀编辑,畅销书作者,国家专利发明人;已出版书籍:《手把手教你架构3D游戏引擎》电子工业出版社和《Unity3D...

2017-07-28 11:06:44

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AMD Cubemapgen for physically based rendering

JUNE 10, 2012 57 COMMENTS Version : 1.67 – Living blog – First version was 4 September 2011 AMD Cubemapgen is a useful tool which allow cub...

2017-04-10 09:32:54

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Image-based Lighting approaches and parallax-corrected cubemap

mage-based Lighting approaches and parallax-corrected cubemap SEPTEMBER 29, 2012 25 COMMENTS Version : 1.28 – Living blog – First version was 2 ...

2017-04-10 09:31:37

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Assassin’s Creed III: The tech behind (or beneath) the action

Assassin's Creed III (ACIII) follows the story and path of Desmond Miles as he uses the Animus once again to relive the memories of his Assassin ance...

2017-03-16 11:39:04

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ATBD Ocean Algorithm

https://darktarget.gsfc.nasa.gov/atbd/ocean-algorithm 4. Algorithm description: ocean 4.1 Strategy The basic strategy of the C6 dark targe...

2017-03-16 11:28:09

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Spherical Gaussian approximation for Blinn-Phong, Phong and Fresnel

JUNE 3, 2012 16 COMMENTS Spherical Gaussian approximation for lighting calculation is not new to the graphic community[4][5][6][7][8] but its ...

2017-02-28 16:02:22

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Unreal4有哪些令你印象深刻拍案叫绝的设计

作者:梧桐 链接:https://www.zhihu.com/question/42128016/answer/94670767 来源:知乎 著作权归作者所有。商业转载请联系作者获得授权,非商业转载请注明出处。 尽量挑冷门的说。 官方顶点动画插件:用贴图来记录顶点动画数据,用 V...

2017-02-28 16:00:10

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NVIDIA GameWorks and UE4

NVIDIA has made it easier than ever for game developers to add leading-edge technologies to their Unreal Engine 4 (UE4) games by providing custom UE4...

2017-02-17 11:56:34

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SIGGRAPH 2016 Course: Physically Based Shading in Theory and Practice

© Disney/Pixar 2016. Course Description Physically based shading has transformed the way we approach production rendering and simplified the li...

2017-02-13 10:14:41

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SH (Spherical Harmonics) related papers

"An Efficient Representation for Irradiance Environment Maps". Ravi Ramamoorth, Pat Hanrahan. http://graphics.stanford.edu/papers/envmap...

2017-02-13 09:25:43

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Unreal Engine 4 —— 使用反汇编来确定该进行优化的地方

http://blog.csdn.net/noahzuo/article/details/51496500 这篇博客翻译自Robert Troughton的博客Using the Disassembler to Highlight Optimization Targets,已征得...

2017-01-01 15:09:35

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Unreal Engine 4 —— 版本兼容的工作原理以及一些可优化项

http://blog.csdn.net/noahzuo/article/details/51887205 这篇博客讲解了在UE4中涉及到版本之间识别、切换的工作原理以及一些可优化项的介绍。 本博客翻译自Robert Throughton的UE4: Package ...

2017-01-01 15:05:29

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Custom Depth in Unreal Engine 4

Posted on September 14, 2014 by Tom Unreal Engine 4 introduced a new depth buffer along with their PBR rendering system. It’s called “Custom D...

2016-12-30 09:58:54

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Unreal Engine 4 —— Pixel Depth Offset的使用心得

http://blog.csdn.net/noahzuo/article/details/51361789 这篇博客解释了Unreal Engine 4中的Pixel Depth Offset通道的使用心得,并且结合街头霸王Ⅴ对该通道的使用来归纳出一些注意事项。 ...

2016-12-30 09:57:59

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Realistic looking bow waves

http://www.planetinaction.com/software/shipwake.htm Home Games Google+ Software About us Contact Realistic looking bow w...

2016-12-21 17:54:19

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Kelvin’s Ship-Wave Pattern

IndexNotations SearchNeed Help?How to CiteCustomizeAnnotate What's New About the Project 36 Integrals with Coalescing SaddlesAp...

2016-12-19 09:09:57

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Ship Kelvin Wake

Wave and Wave Body Interactions Current Chapter Ship Kelvin Wake Next Chapter Linear Wave-Body Interaction Previous Chapter Wavem...

2016-12-19 09:09:07

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