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    Graphics Programming weekly - Issue 96 — August 04, 2019 Advances in Real-Time Rendering in Games - Siggraph 2019 slides for the Advances in Real-Time Rendering in Games are starting to be released Mesh Shading: Towards Greater Efficiency Of Geometry Processing (pptx) a brief historical look at the rendering pipeline what aspects mesh shaders can improve explanation of programming model what new programming approaches it enables wayback-archive Interactive Wind and Vegetation in 'God of War' (2GB pptx!) overview of the interactive wind system in God of War discussion wind fluid simulation, wind sources, receivers, and interactions authoring pipeline, best practices, and algorithm implementation details wayback-archive Creating the Atmospheric World of Red Dead Redemption 2: A Complete and Integrated Solution (227 MB pptx) a presentation covering the volumetric effects of Red Dead Redemption 2 talks about the data model, rendering and scene integration covering clouds, fog, sky, light shafts wayback-archive AMD RDNA 1.0 Instruction Set Architecture instruction set documentation for the new AMD RDNA GPU architecture pdf archive wayback-archive Resident Evil 2 Frame Breakdown frame breakdown of a Resident Evil 2 presents the different stages found in the frame deferred rendering engine, heavy use compute and indirect draw wayback-archive SDF - ellipsoid the article presents a distance for function for ellipsoid how to improve it for better control and better interaction with other primitive types wayback-archive Split-free occlusion sorting the article discusses how to build a correct CPU occlusion sorting structure wayback-archive SIGGRAPH 2019 Links collection of links to content from Siggraph 2019 wayback-archive Thanks to Nathan Reed 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

    Advances in Real-Time Rendering in Games - Siggraph 2019 slides for the Advances in Real-Time Rendering in Games are starting to be released Mesh Shading: Towards Greater Efficiency Of Geometry Processing (pptx) a brief historical look at the rendering pipeline what aspects mesh shaders can improve explanation of programming model what new programming approaches it enables wayback-archive Interactive Wind and Vegetation in 'God of War' (2GB pptx!) overview of the interactive wind system in God of War discussion wind fluid simulation, wind sources, receivers, and interactions authoring pipeline, best practices, and algorithm implementation details wayback-archive Creating the Atmospheric World of Red Dead Redemption 2: A Complete and Integrated Solution (227 MB pptx) a presentation covering the volumetric effects of Red Dead Redemption 2 talks about the data model, rendering and scene integration covering clouds, fog, sky, light shafts wayback-archive AMD RDNA 1.0 Instruction Set Architecture instruction set documentation for the new AMD RDNA GPU architecture pdf archive wayback-archive Resident Evil 2 Frame Breakdown frame breakdown of a Resident Evil 2 presents the different stages found in the frame deferred rendering engine, heavy use compute and indirect draw wayback-archive SDF - ellipsoid the article presents a distance for function for ellipsoid how to improve it for better control and better interaction with other primitive types wayback-archive Split-free occlusion sorting the article discusses how to build a correct CPU occlusion sorting structure wayback-archive SIGGRAPH 2019 Links collection of links to content from Siggraph 2019 wayback-archive Thanks to Nathan Reed for support of this series. Would you like to see your name here too? Become a Patreon of this series. Read more

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