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痞子龙3D编程

学无止境,三人行必有我师,把这几年收藏的文章都晒出来,大家共享吧!向原创者致敬!察而知不足,严谨,求真,务实;网络收藏夹

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转载 Bringing HLSL Ray Tracing to Vulkan

This post was revised March 2020 to reflect newly added support in DXC for targeting the SPV_KHR_ray_tracing multi-vendor extension.Vulkan logoDirectX Ray Tracing (DXR) allows you to render graphics using ray tracing instead of the traditional method of ra

2023-07-12 19:01:55 801

转载 制作精良讲解清晰的Lumen原理

推荐一个制作精良讲解清晰的Lumen原理视频给大家。这种有营养但又很可口的技术科普视频,来之不易啊。

2023-04-06 07:54:28 864

转载 How bad are small triangles on GPU and why?

Small triangles is bad for performance and this is not something new. In this post, we are just looking at some numbers to quantity these bad performance.

2023-03-02 09:27:55 850 1

转载 Lumen为《堡垒之夜:大逃杀》第四章带来实时全局光照

堡垒之夜》在主机上的最低目标帧率为60FPS,每帧只占16.67毫秒,如果考虑到为动态分辨率留出的余裕以及激烈战斗中的游戏成本,每帧的时间甚至会更少。通过禁用Lumen反射,我们节省了大约1毫秒的时间,比起仅使用屏幕空间反射所能实现的效果,这种方式为我们带来了更出色的外观。植被上的反射光线已经在基础通道和阴影深度中产生了较高的成本,我们通过更频繁地略过这些反射光线,实现了一项非常重要的优化,缩减了一到两毫秒的时间,并且没有造成明显的质量损失。这会导致在被建模成聚合体的植被网格体上,将出现严重的过度遮蔽。

2023-03-02 09:21:15 405

转载 Adaptive Scalable Texture Compression

OverviewAdaptive Scalable Texture Compression (ASTC) is an advanced lossy texture compression technology developed by Arm and AMD.This guide provides information about how you can use ASTC effectively to optimize the performance of your apps. In partic

2020-12-14 17:44:38 3908 7

转载 KHR_texture_compression_astc_hdr

Name KHR_texture_compression_astc_hdrName Strings GL_KHR_texture_compression_astc_hdr GL_KHR_texture_compression_astc_ldrContact Sean Ellis (sean.ellis 'at' arm.com) Jon Leech (oddhack 'at' sonic.net)Contributors Sean Ell.

2020-12-14 15:13:53 3476 1

转载 Using ASTC Texture Compression for Game Assets

By David Chait, Tegra Developer TechnologySince the dawn of the GPU, developers have been trying to cram bigger and better textures into memory. Sometimes that is accomplished with more RAM but more often it is achieved with native support for compres.

2020-12-14 15:12:04 2344

转载 TEXTURE COMPRESSION TECHNIQUES

TEXTURE COMPRESSION TECHNIQUEST. Paltashev1, I. Perminov21Advanced Micro Devices, Sunnyvale, CA, United States of America2University ITMO, St. Petersburg, Russian [email protected],[email protected],i.am.perminov@g...

2020-12-14 15:11:24 95672 1

转载 OpenGL API Overhead

IntroductionIn modern projects, to produce a nice looking scene the engine will render thousands of different objects: characters, buildings, landscape, effects and more. Of course, there are several ways to render geometry on the screen. In this article

2020-12-01 11:14:14 2103 2

转载 opengl cost of changing state

2813Programmers are supposed to have a fairly good idea of the cost of certain operations: for example the cost of an instruction on CPU, the cost of a L1, L2, or L3 cache miss, the cost of a LHS.When it comes to graphics, I realize I have litt..

2020-12-01 11:12:40 2089

转载 Comparing API footprints of Direct3D 12, 11, 10, and 9

http://timjones.io/blog/archive/2015/09/05/comparing-api-footprints-of-direct3d-12-11-10-and-9Comparing APIfootprintsof Direct3D 12, 11, 10, and 905 September 2015I’ve spent some time during the last few days reading through theDirect3D 12 docu...

2020-11-09 14:33:13 1674

转载 Parsing Direct3D shader bytecode

http://timjones.io/blog/archive/2015/09/02/parsing-direct3d-shader-bytecodeParsingDirect3D shader bytecode02 September 2015TL/DRIn this post, I will discuss the Direct3D shader bytecode format, and how toparseit without using the Direct3D ...

2020-11-09 14:22:58 2850

转载 What is Write-Combined memory

http://makble.com/what-is-writecombined-memoryWhat is Write-Combined memoryWrite-Combining can batches writes to the same cache line so they can be transferred in a single bus clock.The data will be combined and stored in the write combine buffer, an

2020-08-03 18:08:25 4164 1

转载 DX12 Do's And Don'ts

https://developer.nvidia.com/dx12-dos-and-dontsIntroductionThe DX12 API places more responsibilities on the programmer than any former DirectX™ API. This starts with resource state barriers and...

2020-03-13 21:13:58 3955

转载 Direct3D 12 In Depth

https://www.anandtech.com/show/7889/microsoft-announces-directx-12-low-level-graphics-programming-comes-to-directx/2Direct3D 12 In DepthThis brings us to Direct3D 12, which is Microsoft’s entry in...

2020-03-13 21:05:15 2695

转载 opengl渲染管线

https://blog.csdn.net/cjneo/article/details/50538033http://www.cnblogs.com/liangliangh/p/4116164.html转载自上面的网址,总有可以令人膜拜的文章还有一个综合的网址http://www.programgo.com/tag/opengl/19551513/5/自顶向下的思路来简单...

2019-11-19 15:22:42 3934

转载 A trip through the Graphics Pipeline 2011

https://fgiesen.wordpress.com/2011/07/01/a-trip-through-the-graphics-pipeline-2011-part-1/A trip through the Graphics Pipeline 2011:IndexJuly 9, 2011Welcome.This is the index page for a se...

2019-09-06 18:09:29 3258

转载 UE4 Finding all classes/blueprints with a given base

http://kantandev.com/articles/finding-all-classes-blueprints-with-a-given-baseSay you have a baseUItemclass, with a growing number of derived item blueprints. You plan to generate items dynamic...

2019-05-08 17:07:12 2553

转载 GLSL-to-HLSL reference

GLSL-to-HLSL reference10/13/2015 11 minutes to read[This article is for Windows 8.x and Windows Phone 8.x developers writing Windows Runtime apps. If you’re developing for Windows 10, see the late...

2019-02-14 19:54:03 2788

转载 iOS Tools, Profiling, and Debugging

https://developer.apple.com/documentation/metal/tools_profiling_and_debuggingTools, Profiling, and DebuggingBuild a Metal function library at the command line, or use Xcode to debug issues, and im...

2018-10-30 17:14:18 2136 1

转载 Metal Shader Debugging and Profiling

https://medium.com/@nilotic2/metal-shader-debugging-and-profiling-48da25a400e8Metal Shader Debugging and ProfilingWWDC 2018Metal Frame DebuggerStep through API calls Resource inspection Shad...

2018-10-30 17:13:15 3198

转载 iOS内存管理之Swapped Memory

https://zhongwuzw.github.io/2018/06/13/iOS%E5%86%85%E5%AD%98%E7%AE%A1%E7%90%86%E4%B9%8BSwapped-Memory/iOS内存管理之Swapped Memory 发表于 2018-06-13 |  分类于 iOS开发-其它 |  |  Swap SpaceLinux、Macos等系统有一个Swa...

2018-10-12 09:40:54 3165

转载 Handling low memory conditions in iOS and Mavericks

http://newosxbook.com/articles/MemoryPressure.html No pressure, Mon! Handling low memory conditions in iOS and MavericksJonathan Levin, http://newosxbook.com/ - 11/03/131. AboutMemory pr...

2018-10-12 09:37:45 3425

转载 Ue4.20 安卓开发配置及Android Studio 调试ue安卓工程

https://blog.csdn.net/wzqnn/article/details/81382721开发所需环境:1、UE4.202、Visual Studio 2017 v15.6或Visual Studio 2015 Update 3(vs2015官方说可以但是没说如何改配置,测试未过)3、安卓开发库:https://docs-origin.unrealengine.com...

2018-08-13 20:10:58 6023

转载 Unreal Engine 4.20 Release Notes

https://docs.unrealengine.com/en-US/Builds/4_20Unreal Engine 4.20 Release NotesWhat's NewUnreal Engine 4.20 delivers on our promises to give developers the scalable tools they need to succ...

2018-08-13 20:07:50 11243 1

转载 Physically Based Rendering Algorithms: A Comprehensive Study In Unity3D

http://www.jordanstevenstechart.com/physically-based-rendering    Physically-Based Rendering (PBR) has become extremely popular over the past few years. Unity 5, Unreal Engine 4, Frostbite, even Three...

2018-05-19 21:03:58 2067

转载 Vulkan 1.0.26 - A Specification (with WSI extensions)

https://vulkan.lunarg.com/doc/view/1.0.26.0/linux/vkspec.chunked/index.htmlVulkan 1.0.26 - A Specification (with WSI extensions)The Khronos Vulkan Working GroupRevision HistoryRevision 1.0.26Fri, 09 S...

2018-03-14 16:21:17 1970

转载 Unreal Engine 4 的 光和影

Unreal Engine 4 的 光和影UE4中的所有光源通过lightmass和直接两种方式作用于物体。同时灯光分直接光和间接光。各种灯光的Movable和Stationary类型都会对物体产生直接光照明。所有Static类型灯光,自发光材质物体以及Stationary经过lightmass后会对物体产生间接光照明。反射也是一种间接光照明(动态天光产生的天光反射属于直接光)直接光都是动态光,可...

2018-03-08 17:27:49 5841

转载 开放世界游戏中的大地图背后有哪些实现技术?

http://gulu-dev.com/post/2014-11-16-open-world  2014-11-16   知乎  游戏开发  游戏设计  开放世界 27192一、程序技术篇:算法和架构(Programming Algorithms & Architecture)1. 无限循环的平铺地图(Infinite Tiling)2. 可

2018-01-23 09:05:55 3442

转载 TRIPLE is More Than DOUBLE Plus One

https://techsingular.org/2017/12/29/triple-is-more-than-double-plus-one/TRIPLE is More Than DOUBLE Plus OneTRIPLE 与 DOUBLE 的问题远在硬件加速的图形系统 ( graphics APIs ) 出现前,double-buffer 已经是流行的

2018-01-23 09:03:49 1298

转载 Hierarchical Z-Buffer Occlusion Culling

http://www.nickdarnell.com/hierarchical-z-buffer-occlusion-culling/27 JUNE 2010 on DirectX 11, DirectX 9, Graphics, Hierarchical Z-Buffer, Hiz, Occlusion Culling, RenderingWhile I was at

2018-01-23 08:56:00 3233

转载 跨平台shader编译的过去、现在和未来

https://zhuanlan.zhihu.com/p/25024372(本文根据我博客上的文章跨平台shader编译的过去、现在和未来改写。知乎编辑器不支持多个级别的标题,以至于我只能用加粗不加粗来区分了。。。)很多跨平台游戏引擎都有统一shader的需求。比如KlayGE从建立伊始,就强调一份代码跨多个平台,shader代码也不例外。如果需要对不同平台都分别写

2017-11-08 19:58:21 3258

转载 用 C 语言画光

之前写过用 C 语言画心形、圣诞树、雪花、直线,这次我们试玩光学。在这系列文章中,我们会在二维的画布上「绘画」一些基于物理的光。但作为趣味性的编程文章,我尽量用直觉、简单的方式去生成这些图像,仅介绍一些概念,和一般的正式计算机图形学内容不同。本系列的源代码位于 miloyip/light2d。1. 光假设我们在一个二维的世界,这里有些会发光的二维形状,并暂时只考虑单

2017-11-08 19:57:36 4429

转载 mobile cpu上禁用alpha test的相关总结

http://www.cnblogs.com/TracePlus/p/4037165.htmlmobile cpu上禁用alpha test的相关总结   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。

2017-11-08 19:55:17 6557

转载 粒子运动模拟 - Verlet积分算法简介

http://www.techbrood.com/zh/news/webgl/%E7%B2%92%E5%AD%90%E8%BF%90%E5%8A%A8%E6%A8%A1%E6%8B%9F---verlet%E7%A7%AF%E5%88%86%E7%AE%97%E6%B3%95%E7%AE%80%E4%BB%8B.htmlVerlet算法是经典力学(牛顿力学)中的一种最为普遍的积

2017-11-08 19:54:03 17428

转载 Verlet integration (Verlet 积分法)

http://blog.csdn.net/u014327084/article/details/41984719如果你之前有过开发游戏,你写的代码可能看起来有些像这样:[html] view plain copy_vx += _accelerationX;  _vy += _accelerationY;  player.x

2017-11-08 19:53:15 2689

转载 GPU如何工作

http://www.cnblogs.com/twjcnblog/archive/2012/09/19/2682911.html早在1990年,无处不在的交互式3D图形还只是科幻小说里的东西。十年后,基本上每台新电脑都包含一个图形处理单元(GPU,即Graphics processing unit)。直到今天,GPU的原始计算能力已经超越最强大的CPU,并且差距还在稳步增大。今

2017-08-08 09:42:08 5921 1

转载 GPU是如何工作的?

http://www.sohu.com/a/111539041_472927GPU是显示卡的“心脏”,也就相当于CPU在电脑中的作用,它决定了该显卡的档次和大部分性能,同时也是2D显示卡和3D显示卡的区别依据。2D显示芯片在处理3D图像和特效时主要依赖CPU的处理能力,称为“软加速”。3D显示芯片是将三维图像和特效处理功能集中在显示芯片内,也即所谓的“硬件加速”功能。显

2017-08-08 09:39:13 5771

转载 Performance Optimization for Mobile Devices

http://robotinvader.com/blog/?p=438Posted on July 12, 2014 by ChrisThis week at the Robot Invader compound we’ve been putting the finishing touches on our new Nanobot

2017-07-28 11:13:06 3877

转载 移动端海洋实时仿真技术研究与实现

http://blog.csdn.net/jxw167/article/details/54646773笔者介绍:姜雪伟,IT公司技术合伙人,IT高级讲师,CSDN社区专家,特邀编辑,畅销书作者,国家专利发明人;已出版书籍:《手把手教你架构3D游戏引擎》电子工业出版社和《Unity3D实战核心技术详解》电子工业出版社等。前端时间在CSDN开始了关于《算法与游戏技术实战》系列讲座,主

2017-07-28 11:06:44 4476 1

projgrid-hq.pdf

海洋投影网格实现原理

2020-12-25

GPU Memory Model Overview.pdf

GPU Memory Model Overview.pdf GPU内存模型

2020-12-25

GDC breaking down

GDC breaking down

2020-12-25

9-TEXTURE COMPRESSION TECHNIQUES.pdf

TEXTURE COMPRESSION TECHNIQUES.pdf 贴图压缩技术

2020-12-25

Real-Time Adaptive Scalable TextureCompression for the Web.pdf

Real-Time Adaptive Scalable TextureCompression for the Web.pdf 实时web astc编码压缩

2020-12-25

IMPROVED ENCODING FOR COMPRESSED TEXTURES.pdf

IMPROVED ENCODING FOR COMPRESSED TEXTURES.pdf 贴图压缩的改进方法

2020-12-25

Rendering from Compressed Textures.pdf

Rendering from Compressed Textures.pdf 使用压缩纹理渲染

2020-12-25

Stacy_ASTC_white paper.pdf

Stacy_ASTC_white paper.pdf ASTC白皮书

2020-12-25

ASTC-GDC2013.pdf

ASTC-GDC2013.pdf astc 在GDC 2013的演示文档

2020-12-25

ASTC_User_Guide_102162_0002_01.pdf

ASTC_User_Guide_102162_0002_01.pdf astc 用户使用手册

2020-12-25

KHR_texture_compression_astc_hdr.pdf

KHR_texture_compression_astc_hdr astc 官方说明文件

2020-12-25

DX12DOCEN.chm

Direct3D 12 graphics SDK doc DX12 sdk 官方文档离线缓存 版本

2019-12-18

es_spec_3.2.pdf

OpenGL ES3.2说明书 规格说明书移动图形技术ES 3.2移动图形规范,最大变化一是继续汲取桌面版OpenGL的营养

2019-10-28

Developer_Track_5_ASTC-The_Future_of_Texture_Compression.pdf

Developer_Track_5_ASTC-The_Future_of_Texture_Compression ASTC相关介绍ARM制定的一个新的贴图压缩给格式,官网资料

2019-10-28

PowerVR.Supported+Extensions.OpenGL+ES.EGL.pdf

PowerVR.Supported+Extensions.OpenGL+ES.EGL.pdf opengl 扩展

2018-08-16

Unreal Engine 4 的光和影.docx

Unreal Engine 4 的光和影.docx 全面介绍 UE4中的光照

2018-08-16

Optimizing Texture Transfers

Optimizing Texture Transfers, 英伟达 显卡优化相关文档

2018-08-16

ShadowVolume 体积阴影DEMO

ShadowVolume 体积阴影DEMO

2010-02-05

OpenGL Direct3D 撰写的各种3D图形算法演示

OpenGL Direct3D 撰写的各种3D图形算法演示 OpenGL Direct3D 撰写的各种3D图形算法演示

2010-02-05

ogre+mfc框架程序

ogre+mfc ogre+mfc框架程序

2010-02-05

mfc + opengl

mfc + opengl mfc + opengl 框架程序

2010-02-05

屏幕录像VB源码 录制,播放,生成,编辑

屏幕录像 VB源码 录制,播放,生成,编辑 功能完善

2009-03-13

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