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转载 移动GPU三种主流架构优缺点浅析
导读: GPU是Graphic Processor Unit的简称,顾名思义就是图形处理器。 GPU的概念最早是从图形工作站发展而来,从90年代的个人电脑普及开始,GPU迎来了其大发展的时代。 在90年代中期,桌面GPU经历了2D到3D的跨越,从此3D图形渲染取代2D成为PC游戏的主流1. 移动GPU与桌面GPU移动GPU相对桌面GPU只能算是小弟弟。 移动GPU的劣势主要表现在理论性能和带宽
2017-02-28 19:30:37 10001
转载 移动GPU全解读
http://blog.csdn.net/u013467442/article/details/40686523【编者按】:本文作者为爱搞机特约作者、技术达人“炮神”@ioncannon。本文将从移动GPU的结构、参数、兼容性、跑分几方面让读者全方位对移动GPU有一定的概念。由于篇幅较长,分成两部分介绍,这是第一部分,讲解的是移动GPU的结构和相关参
2017-02-28 19:29:29 5104
转载 Spherical Gaussian approximation for Blinn-Phong, Phong and Fresnel
JUNE 3, 2012 16 COMMENTSSpherical Gaussian approximation for lighting calculation is not new to the graphic community[4][5][6][7][8] but its use has recently been adopted by the game develope
2017-02-28 16:02:22 1426
转载 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 VTF 做顶点动画,而不是传统的动态顶点提交。(https://docs.unrealengine.co
2017-02-28 16:00:10 4862
转载 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 branches for NVIDIA GameWorks technologies on GitH
2017-02-17 11:56:34 2886
转载 NVIDIA WaveWorks
https://developer.nvidia.com/waveworksNVIDIA WaveWorksNVIDIA WaveWorks enables developers to deliver a cinematic-quality ocean simulation for interactive applications
2017-02-17 11:55:23 2372
转载 ACES学院色彩编码在影片中的应用
https://tieba.baidu.com/p/4472658801?red_tag=1940538372我们经常在摄像机参数(ARRI,Sony系列)或者许多后期制作系统(比如Davinci Resolve,Lustre,Colorfront,Nuke等)中看到一项参数--支持ACES学院色彩编码,那么什么是ACES,我们在工作中如何应用这些特性,在这两篇文章我将一步
2017-02-16 09:35:04 2367
转载 Academy Color Encoding System
Academy Color Encoding SystemFrom Wikipedia, the free encyclopediaThe Academy Color Encoding System (ACES) is a color image encoding system created by the Academy of Motion Picture A
2017-02-16 09:34:01 2377
转载 SIGGRAPH 2016 Course: Physically Based Shading in Theory and Practice
© Disney/Pixar 2016.Course DescriptionPhysically based shading has transformed the way we approach production rendering and simplified the lives of artists in the process. By adhering to physi
2017-02-13 10:14:41 1947
转载 SH (Spherical Harmonics) related papers
"An Efficient Representation for Irradiance Environment Maps". Ravi Ramamoorth, Pat Hanrahan.http://graphics.stanford.edu/papers/envmap/"Spherical Harmonic Lighting: The Gritty Details". Robin G
2017-02-13 09:25:43 2093
Real-Time Adaptive Scalable TextureCompression for the Web.pdf
2020-12-25
IMPROVED ENCODING FOR COMPRESSED TEXTURES.pdf
2020-12-25
Developer_Track_5_ASTC-The_Future_of_Texture_Compression.pdf
2019-10-28
PowerVR.Supported+Extensions.OpenGL+ES.EGL.pdf
2018-08-16
OpenGL Direct3D 撰写的各种3D图形算法演示
2010-02-05
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