Graphics Programming weekly - Issue 86 — May 26, 2019 Graphics Programming Weekly - Database database with articles that were previously covered in Graphics Programming Weekly central location that aims to make it easier to discover/rediscover graphics programming information wayback-archive Google and Binomial Partner to Open-Source Basis Universal Texture Format open source release of the Basis Universal texture codec similar compression as .jpeg but allows textures to stay compressed on the GPU transcode from a common format into compressed GPU formats at runtime code archive wayback-archive Technically Art: Issue 19 (24.05.2019) collection of VFX tweets of the week tutorials, demos, and showcases of great looking effects wayback-archive GPU Lightmapper: A Technical Deep Dive presents the GPU based light mapper implemented in Unity, based on Radeon Rays how to design for GPU occupancy and efficient cache usage wayback-archive frostbite hair rendering and simulation - part 1 overview videos of the hair rendering in Frostbite later parts will contain details about the implementation wayback-archive Approximating Global Illumination with Real-Time Ambient Occlusion master thesis trying to answer if raytraced real-time ambient occlusion is a viable option for games providing path tracing theory, an overview of implementation (Vulkan) presents the theory behind ambient occlusion comparison for performance and quality with existing real-time techniques Understanding the Need for Adaptive Temporal Antialiasing (ATAA) proposed antialiasing technique combines rasterization with ray tracing uses ray tracing to collect extra samples when information from previous frames is not available run FXAA on the fast moving parts on the edges of the screen to reduce cost wayback-archive Boost rendering performance with Variable Rate Shading | Game Developers Conference 2019 Microsoft GDC 2019 presentation about variable rate shading (VRS) presents the history of techniques and what problems VRS is designed to solve how VRS works introduction into the API how it performs on Intel hardware results by Firaxis in Civilization unreal fest europe 2019 presentation video recordings have been released a large variety of topics are covered VFX, modern rendering features for 2D games, layer materials, raytracing, color management, Vulkan and many more wayback-archive direct delta mush skinning and variants a new skinning algorithm that removes the need for iterative calculations from delta mush skinnings the algorithm aims to reduce the manual skinning requirements quality comparison against existing skinning techniques wayback-archive Multi-GPU Rendering with Vulkan API a master thesis that demonstrates how to use multiple GPUs with Vulkan comparison of sharing work by dividing the screen or recomposition of rendering results pdf archive wayback-archive Thanks to Jhon Adams 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
Graphics Programming Weekly - Database database with articles that were previously covered in Graphics Programming Weekly central location that aims to make it easier to discover/rediscover graphics programming information wayback-archive Google and Binomial Partner to Open-Source Basis Universal Texture Format open source release of the Basis Universal texture codec similar compression as .jpeg but allows textures to stay compressed on the GPU transcode from a common format into compressed GPU formats at runtime code archive wayback-archive Technically Art: Issue 19 (24.05.2019) collection of VFX tweets of the week tutorials, demos, and showcases of great looking effects wayback-archive GPU Lightmapper: A Technical Deep Dive presents the GPU based light mapper implemented in Unity, based on Radeon Rays how to design for GPU occupancy and efficient cache usage wayback-archive frostbite hair rendering and simulation - part 1 overview videos of the hair rendering in Frostbite later parts will contain details about the implementation wayback-archive Approximating Global Illumination with Real-Time Ambient Occlusion master thesis trying to answer if raytraced real-time ambient occlusion is a viable option for games providing path tracing theory, an overview of implementation (Vulkan) presents the theory behind ambient occlusion comparison for performance and quality with existing real-time techniques Understanding the Need for Adaptive Temporal Antialiasing (ATAA) proposed antialiasing technique combines rasterization with ray tracing uses ray tracing to collect extra samples when information from previous frames is not available run FXAA on the fast moving parts on the edges of the screen to reduce cost wayback-archive Boost rendering performance with Variable Rate Shading | Game Developers Conference 2019 Microsoft GDC 2019 presentation about variable rate shading (VRS) presents the history of techniques and what problems VRS is designed to solve how VRS works introduction into the API how it performs on Intel hardware results by Firaxis in Civilization unreal fest europe 2019 presentation video recordings have been released a large variety of topics are covered VFX, modern rendering features for 2D games, layer materials, raytracing, color management, Vulkan and many more wayback-archive direct delta mush skinning and variants a new skinning algorithm that removes the need for iterative calculations from delta mush skinnings the algorithm aims to reduce the manual skinning requirements quality comparison against existing skinning techniques wayback-archive Multi-GPU Rendering with Vulkan API a master thesis that demonstrates how to use multiple GPUs with Vulkan comparison of sharing work by dividing the screen or recomposition of rendering results pdf archive wayback-archive Thanks to Jhon Adams 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/2MePF4A
from GameDev.net http://bit.ly/2MePF4A
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