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    Graphics Programming weekly - Issue 83 — May 5, 2019 A tour of Granite’s Vulkan backend – Part 6 presents how Granite deals with vkPipeline management API designed for user convenience hashmaps used for control of the different state combinations pre-warmed with information from previous runs using Fossilize wayback-archive Pro Tip: Improved GLSL syntax for Vulkan DescriptorSet Indexing explains a code generation method to generate helper functions to make indexing into unbounded resource tables more convenient uses glslang symbol information to auto-generate accessor functions wayback-archive Bounding Half-Space Hierarchy explains the BHH (Bounding Half-Space Hierarchy) data-structure allows sorting of 3D objects with sublinear search rendering-bib bibliography file containing 2000+ entries, in computer graphics, rendering, transport theory, and statistics wayback-archive Integrating GVDB & Future Plans part 3 of the volumetric cloud rendering series the code has been released on github Open VDB is used to store volumetric data wayback-archive A brief history of 3D texturing in video games a twitter thread that provides an overview about how games, especially in regards to texturing, have changed since the 90s twitter-thread archive wayback-archive Making of Newton Protocol presents the rendering architecture used for the raytracing demo uses nearby pixels to fill in missing lighting information temporal reprojection is used to gather extra information from the last 6 frames wayback-archive A Guide To Rust Graphics Libraries 2019 overview of the state of graphics API wrappers and libraries for rust wayback-archive 3D Projection explains 3D camera projections shows the influence of the camera FoV and how it changes the perceived image presents how to calculate a perspective and orthographic projection matrix wayback-archive GTC 2019 - videos avaialble videos from GTC 2019 have been released Birthday Post! ShaderGraph conversions (WorldPosition Textureswap/Appear/Disappear) shows how to convert effects from unity shader code to use the ShaderGraph system wayback-archive Thanks to Eric Haines for support of this series. Would you like to see your name here too? Become a Patreon of this series. Read more https://ift.tt/eA8V8J

    A tour of Granite’s Vulkan backend – Part 6 presents how Granite deals with vkPipeline management API designed for user convenience hashmaps used for control of the different state combinations pre-warmed with information from previous runs using Fossilize wayback-archive Pro Tip: Improved GLSL syntax for Vulkan DescriptorSet Indexing explains a code generation method to generate helper functions to make indexing into unbounded resource tables more convenient uses glslang symbol information to auto-generate accessor functions wayback-archive Bounding Half-Space Hierarchy explains the BHH (Bounding Half-Space Hierarchy) data-structure allows sorting of 3D objects with sublinear search rendering-bib bibliography file containing 2000+ entries, in computer graphics, rendering, transport theory, and statistics wayback-archive Integrating GVDB & Future Plans part 3 of the volumetric cloud rendering series the code has been released on github Open VDB is used to store volumetric data wayback-archive A brief history of 3D texturing in video games a twitter thread that provides an overview about how games, especially in regards to texturing, have changed since the 90s twitter-thread archive wayback-archive Making of Newton Protocol presents the rendering architecture used for the raytracing demo uses nearby pixels to fill in missing lighting information temporal reprojection is used to gather extra information from the last 6 frames wayback-archive A Guide To Rust Graphics Libraries 2019 overview of the state of graphics API wrappers and libraries for rust wayback-archive 3D Projection explains 3D camera projections shows the influence of the camera FoV and how it changes the perceived image presents how to calculate a perspective and orthographic projection matrix wayback-archive GTC 2019 - videos avaialble videos from GTC 2019 have been released Birthday Post! ShaderGraph conversions (WorldPosition Textureswap/Appear/Disappear) shows how to convert effects from unity shader code to use the ShaderGraph system wayback-archive Thanks to Eric Haines for support of this series. Would you like to see your name here too? Become a Patreon of this series. Read more

    from GameDev.net http://bit.ly/2JhgORg

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