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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 15:22:11

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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