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自由空间,实现思想的自由之地

——游戏引擎及计算机图形学技术

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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 22:07:10 547

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 10:14:51 814

转载 Different kinds of filters

https://docs.gimp.org/2.6/en/filters.html

2019-11-26 20:37:14 211

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 19:46:26 363

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 8572

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 16:05:45 897

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 21:08:21 468

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 10:54:01 166

转载 Visual Appearance Of Skin

https://static1.squarespace.com/static/55c8de82e4b0773394619506/t/5af6a5a103ce64a429b9ca09/1526113711602/180509_Visual_Appearance_Of_Skin.pdf

2018-11-13 18:42:35 160

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 11:22:47 152

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 21:06:23 309

转载 GCN Performance Tweets

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

2018-01-22 10:17:49 318

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 19:14:52 333

转载 About LOD calculation

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

2017-12-14 10:35:30 240

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 2343

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 1859

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 6175

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 1786

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 11:40:12 905

转载 About normal map

Detail information about normalmap.

2017-02-14 10:47:48 1133

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 1774

转载 Forward vs Deferred vs Forward+ Rendering with DirectX 11

Refer to http://www.3dgep.com/forward-plus/

2017-01-12 17:58:07 559

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 14:03:35 771

转载 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 15:50:53 532

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 17:29:02 384

转载 Tips for optimizing mobile graphic performance

Tips for optimizing mobile graphic performance

2016-03-21 17:27:24 286

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 18:42:09 641

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 14:23:53 991

转载 A brief introduction to C++ and Interfacing with Excel

http://www.maths.manchester.ac.uk/~ahazel/EXCEL_C++.pdf

2015-06-25 10:16:21 481

转载 A unreal4 FPS tutorial.

http://neopangaia.com/unity-unreal/ue4-fps-c-tutorial/

2015-04-15 15:29:29 362

原创 Hologram的实现

直接上效果图具体见资源文件Hologram.rar.

2015-04-02 17:10:37 970

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 16:45:44 593

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 4670

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 10:47:09 812

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 1352

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 1807

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 2501

原创 Physically based shading

Reference:Gamehttp://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/

2014-10-14 16:34:19 1527 1

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 3721

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 3842

GPU Architecture Instroduction

一个很好的GPU架构介绍文档。

2017-03-24

Hologram效果

Hologram效果 shader实现。

2015-04-02

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