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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。HighQualityTemporalSupersampling:http://advances.realtimerendering.com/s2014/epic/TemporalAA.pptxTemporalAntialiasingInUncharted4:http://ad...

2019-07-15 21:08:21

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

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

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

Constant Buffers without Constant Pain

By HolgerGruen,postedJan142015at10:38AMTags: GameWorksGameWorksExpertDeveloperDX12DX11ConstantBufferswithoutConstantPainSincethereleaseofDirectX10™3Dprogrammershavehadtodealw...

2018-05-07 21:06:23

GCN Performance Tweets

http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2013/05/GCNPerformanceTweets.pdf

2018-01-22 10:17:49

[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

About LOD calculation

https://graphics.pixar.com/library/LOD2002/2-perception.pdf

2017-12-14 10:35:30

UE4 To Support Framebuffer Fetch For OpenGL ES3.1

1.IntroduceAsweallknow,mostofmobiledevicesarebaseontile-basedGPUarchitecture.ForthesekindsofGPU,There'snoextraperformancetofetchframebufferdirectlyinpixelshader.Corresp

2017-10-20 14:02:38

[UE4] Debugging the Shader Compiling Process

Referto: https://www.unrealengine.com/en-US/blog/debugging-the-shader-compiling-processDebuggingtheShaderCompilingProcessByRolandoCalocaIntroDuringdevelopment,it’sagoo

2017-09-11 16:04:50

High Quality with High Performance UE4 Mobile Game

1.TargetConfiguration&TargetQualityHardwarewilllimitmaximumpossible.Lowendhardwarecan'taffordhighquality.Tobalancequalityandperformance,everygameshoulddefineitsrecomme...

2017-06-18 17:06:46

UE4 Mobile Physical-Based Rendering and Material Template Design

1.TheoryPhysically-basedrenderingisatheorytoshadebasedonphysicallightingtheoryinsteadofartistpainting.Thatmeansit'smoreaccurate.Artistneedtosuitfornewpipelineanddiscr

2017-06-18 16:55:51

GPU Fixed-function Pipeline

Longtimeago,there'snoGPUforcomputersystem.GamewilluseCPUtodrawallgraphics.Later,GPUcomeout,ithasallfunctionswithhardwarechips,allneedtobeconfiguredtomakeitworkase

2017-02-17 11:40:12

About normal map

Detailinformationaboutnormalmap.

2017-02-14 10:47:48

Unreal engine 4 Automation Test

Unrealengine4supportautomationtestinUE4editor. FollowingisdetailinformationfromUE4documentation.AutomationSystemOverview: https://docs.unrealengine.com/latest/INT/Programmi

2017-02-14 10:42:50

Forward vs Deferred vs Forward+ Rendering with DirectX 11

Refertohttp://www.3dgep.com/forward-plus/

2017-01-12 17:58:07

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

几个AAA游戏中的shadow map处理

http://blog.csdn.net/toughbro/article/details/7941821http://www.dimension3.sk/downloads/valient12_shadows_in_games.pdf

2016-03-24 15:50:53

Computer shader in practice.

Adetailexampletoshow,howtooptimizecomputershaderstepbystep.http://on-demand.gputechconf.com/gtc/2010/presentations/S12312-DirectCompute-Pre-Conference-Tutorial.pdf

2016-03-21 17:29:02

Tips for optimizing mobile graphic performance

Tipsforoptimizingmobilegraphicperformance

2016-03-21 17:27:24

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