
Graphic & Real-Time Rendering
文章平均质量分 88
cnjet
暂无
展开
-
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...转载 2020-11-25 22:07:10 · 812 阅读 · 0 评论 -
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...转载 2019-10-16 16:05:45 · 1035 阅读 · 0 评论 -
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原创 2017-06-18 16:55:51 · 1857 阅读 · 0 评论 -
[转载] GPU Optimization Fundamentals
https://www.olcf.ornl.gov/wp-content/uploads/2013/02/GPU_Opt_Fund-CW1.pdf转载 2018-01-13 19:14:52 · 366 阅读 · 0 评论 -
GCN Performance Tweets
http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2013/05/GCNPerformanceTweets.pdf转载 2018-01-22 10:17:49 · 369 阅读 · 0 评论 -
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...原创 2017-06-18 17:06:46 · 6373 阅读 · 0 评论 -
Uniform buffers vs texture buffers: The 2015 edition
http://www.yosoygames.com.ar/wp/2015/01/uniform-buffers-vs-texture-buffers-the-2015-edition/转载 2019-04-17 10:54:01 · 206 阅读 · 0 评论 -
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...原创 2019-07-15 21:08:21 · 551 阅读 · 0 评论