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转载 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...
2020-11-25 22:07:10
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转载 Unreal Engine 4 Rendering Part 1: Introduction
Repost from:https://medium.com/@lordned/unreal-engine-4-rendering-overview-part-1-c47f2da65346IntroductionUnreal Engine 4’s rendering system is endlessly configurable and supports most of the l...
2019-12-13 10:14:51
920
转载 Comparing Edge Detection Methods
Refer tohttps://medium.com/@nikatsanka/comparing-edge-detection-methods-638a2919476eThere are many different edge detection methods out there and if you ever wondered how they compare with each ...
2019-11-26 19:46:26
412
转载 Tone Mapping(简洁直观的Tonemapping介绍)
转自:https://64.github.io/tonemapping/What is tone mapping?Most monitors are capable of displaying RGB values in the range of[0, 255][0,255]. However, in real life, there is no limit on the amount ...
2019-11-25 14:36:54
9056
转载 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...
2019-10-16 16:05:45
1043
原创 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...
2019-07-15 21:08:21
555
转载 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
209
转载 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
197
转载 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
189
转载 Constant Buffers without Constant Pain
By Holger Gruen, posted Jan 14 2015 at 10:38AMTags: GameWorksGameWorks Expert DeveloperDX12DX11Constant Buffers without Constant PainSince the release of DirectX 10 ™ 3D programmers have had to deal w...
2018-05-07 21:06:23
390
转载 GCN Performance Tweets
http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2013/05/GCNPerformanceTweets.pdf
2018-01-22 10:17:49
372
转载 [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
368
转载 About LOD calculation
https://graphics.pixar.com/library/LOD2002/2-perception.pdf
2017-12-14 10:35:30
277
原创 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 fetch frame buffer directly in pixel shader. Corresp
2017-10-20 14:02:38
2511
转载 [UE4] Debugging the Shader Compiling Process
Refer to: https://www.unrealengine.com/en-US/blog/debugging-the-shader-compiling-processDebugging the Shader Compiling ProcessBy Rolando CalocaIntroDuring development, it’s a goo
2017-09-11 16:04:50
1995
原创 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...
2017-06-18 17:06:46
6395
原创 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
2017-06-18 16:55:51
1862
原创 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 chips, all need to be configured to make it work as e
2017-02-17 11:40:12
975
原创 Unreal engine 4 Automation Test
Unreal engine 4 support automation test in UE4 editor. Following is detail information from UE4 documentation.Automation System Overview: https://docs.unrealengine.com/latest/INT/Programmi
2017-02-14 10:42:50
1909
转载 Forward vs Deferred vs Forward+ Rendering with DirectX 11
Refer to http://www.3dgep.com/forward-plus/
2017-01-12 17:58:07
613
转载 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
816
转载 几个AAA游戏中的shadow map处理
http://blog.youkuaiyun.com/toughbro/article/details/7941821http://www.dimension3.sk/downloads/valient12_shadows_in_games.pdf
2016-03-24 15:50:53
571
转载 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-DirectCompute-Pre-Conference-Tutorial.pdf
2016-03-21 17:29:02
419
转载 Tips for optimizing mobile graphic performance
Tips for optimizing mobile graphic performance
2016-03-21 17:27:24
319
转载 虚幻引擎网络架构——No.0概述
转载,参考原文(http://www.cnblogs.com/NEOCSL/p/4667283.html)0:虚幻引擎网络架构 虚幻引擎的网络架构这篇文章是Tim Sweeney书写的。我将在这里对自己读取到的内容进行注解和分析。 1.为什么要研究虚幻网络概述? 虚幻网络概述的组织性适合射击类型游戏,射击类型游戏具有极高的网络反馈才能支持快节奏的游
2016-03-02 18:42:09
696
转载 [转]关于现代CPU,程序员应当更新的知识
转自:http://www.iteye.com/news/30978从1980年代以来,CPU有哪些新变化?这些变化又是如何影响程序员的?本文将会为你解答这些问题。 原文链接:[url=”http://danluu.com/new-cpu-features/ “]http://danluu.com/new-cpu-features/ [/url] 作者:Dan Luu 有人在Twitter上
2015-09-24 14:23:53
1039
转载 A brief introduction to C++ and Interfacing with Excel
http://www.maths.manchester.ac.uk/~ahazel/EXCEL_C++.pdf
2015-06-25 10:16:21
537
转载 A unreal4 FPS tutorial.
http://neopangaia.com/unity-unreal/ue4-fps-c-tutorial/
2015-04-15 15:29:29
379
转载 高斯模糊的一种优化思路
http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
2015-04-01 16:45:44
628
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
4751
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
855
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
1398
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
1858
原创 Color correction
Introduce Color correction is general term(refer to wiki), in video game, it's also called 'color grading'. Color grading is the process of altering and enhancing the color of a moti
2014-10-29 10:20:42
2579
原创 Physically based shading
Reference:Gamehttp://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/
2014-10-14 16:34:19
1607
转载 近距离观察Tone mapping.
原文: http://mynameismjp.wordpress.com/2010/04/30/a-closer-look-at-tone-mapping/
2014-10-07 15:52:37
3815
转载 关于Gbuffer中的normal存储
转自:http://aras-p.info/texts/CompactNormalStorage.htmlCompact Normal Storage for Small G-BuffersIntroBaseline: store X&Y&ZMethod 1: X&YMethod 3: Spherical CoordinatesMethod
2014-10-07 11:09:06
3976
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