• Breaking News

    Graphics Programming weekly - Issue 104 — October 27, 2019 srgb eotf: pure gamma 2.2 function or piece-wise function? the article presents the different meaning of the term gamma in different color contexts suggest to always use a piece-wise sRGB function wayback-archive Flow Control on PowerVR – Optimising Shaders presents an overview of the difference between static and dynamic branching dynamic is a lot more expensive of PowerVR hardware shows examples of problematic cases with dynamic branching presents an extension that can be used to make the dynamic branch a lot more performant if all threads agree on a condition wayback-archive Another Metaballs2 update introduction of marching cube pre-pass stage reduces the mesh shader example GPU time by 33% to 50% wayback-archive Technically Art: Issue 40 (25.10.2019) collection of tweets related to VFX, shaders, and game art wayback-archive Mesh Texture painting in Unity Using Shaders the author presents his solution on how to implement painting onto textures using unity intersects mouse position with meshes, converting into UV space to be able to apply painting information using signed distance fields wayback-archive A Look Inside D3D12 Resource State Barriers the article presents the D3D12 resource state promotion and decay rules related to the common resource state mentions the AssertResourceState debug API that can be used to validate resource state promotion/decay behavior explains the ExecuteCommandLists behavior concerning resource states wayback-archive GPU Ray Tracing in an Afternoon the article presents how the author took the CPU implementation of Ray Tracing in a Weekend and converted it to run on the GPU using a GLSL implementation wayback-archive RLSL - A rust to SPIR-V compiler a brief presentation by Embark Studios showing RLSL, a subset of rust compiled to SPIR-V experimental stage showing how/what it is currently implemented, vision for the future presents examples of how shaders are implemented integration into the rust ecosystem wayback-archive Thanks to Steven Cannavan 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

    srgb eotf: pure gamma 2.2 function or piece-wise function? the article presents the different meaning of the term gamma in different color contexts suggest to always use a piece-wise sRGB function wayback-archive Flow Control on PowerVR – Optimising Shaders presents an overview of the difference between static and dynamic branching dynamic is a lot more expensive of PowerVR hardware shows examples of problematic cases with dynamic branching presents an extension that can be used to make the dynamic branch a lot more performant if all threads agree on a condition wayback-archive Another Metaballs2 update introduction of marching cube pre-pass stage reduces the mesh shader example GPU time by 33% to 50% wayback-archive Technically Art: Issue 40 (25.10.2019) collection of tweets related to VFX, shaders, and game art wayback-archive Mesh Texture painting in Unity Using Shaders the author presents his solution on how to implement painting onto textures using unity intersects mouse position with meshes, converting into UV space to be able to apply painting information using signed distance fields wayback-archive A Look Inside D3D12 Resource State Barriers the article presents the D3D12 resource state promotion and decay rules related to the common resource state mentions the AssertResourceState debug API that can be used to validate resource state promotion/decay behavior explains the ExecuteCommandLists behavior concerning resource states wayback-archive GPU Ray Tracing in an Afternoon the article presents how the author took the CPU implementation of Ray Tracing in a Weekend and converted it to run on the GPU using a GLSL implementation wayback-archive RLSL - A rust to SPIR-V compiler a brief presentation by Embark Studios showing RLSL, a subset of rust compiled to SPIR-V experimental stage showing how/what it is currently implemented, vision for the future presents examples of how shaders are implemented integration into the rust ecosystem wayback-archive Thanks to Steven Cannavan 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 https://ift.tt/2opGpzt

    ليست هناك تعليقات

    Post Top Ad

    ad728

    Post Bottom Ad

    ad728