17 cnjet



TA的排名 3w+

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

Different kinds of filters


2019-11-26 20:37:14

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

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

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 16:05:26

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

Uniform buffers vs texture buffers: The 2015 edition


2019-04-17 10:54:01

Visual Appearance Of Skin


2018-11-13 18:42:35



2018-08-09 11:22:47

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

GCN Performance Tweets


2018-01-22 10:17:49

[转载] GPU Optimization Fundamentals


2018-01-13 19:14:52

About LOD calculation


2017-12-14 10:35:30

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

[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

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

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

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

About normal map

Detail information about normalmap.

2017-02-14 10:47:48

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


勋章 我的勋章
  • 勤写标兵Lv1