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game-engine-development-weekly
游戏引擎开发周刊
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Misc
#17
Open
jamelouis
opened
4 years ago
jamelouis
commented
4 years ago
RSS
Harry Alisavakis
Miles Macklin
Blog
Capturing GPU Work
UnrealMacroGenerator
图形游戏和宅-Jiff 知乎
This is unreal engine
If you can read only three papers from I3D 2002
Passthrough+: Real-time Stereoscopic View synthesis for Mobile Mixed Reality(pdf)
Real-Time Stochastic Lightcuts(homepage)
Real-Time Stochastic Lightcuts I3D 2020 Demo(github)
Local Optimization for Robust Signed Distance Field Collision
jamelouis
commented
4 years ago
ClangFormat Support in Visual Studio 2017
ClangFormat Download
ClangFormat Configurator
jamelouis
commented
4 years ago
The way static analyzers fight against false positives, and why they do it
jamelouis
commented
4 years ago
publications of Pixar
jamelouis
commented
4 years ago
Building your very own path tracer from scratch(c++)
jamelouis
commented
4 years ago
https://github.com/GitAlias/gitalias
jamelouis
commented
4 years ago
https://www.render-blog.com/2020/10/03/gpu-motunui/
https://ingowald.blog/2020/01/09/digesting-the-elephant/
jamelouis
commented
4 years ago
graphics programming weekly issue 153
jamelouis
commented
4 years ago
Ray Tracing Denoising
jamelouis
commented
4 years ago
RSS
Alain Galvan
- Graphics Software Engineer in Marmoset
kode80
roar11
jamelouis
commented
4 years ago
Realtime celestial rendering
jamelouis
commented
4 years ago
What It's like to work on overwatch's tools and engine
jamelouis
commented
4 years ago
Lighting Scenes with Millions of LIghts Using RTX Direct Illumination
经典的光栅流水线的场景绘制方式自身受限于光照复杂度和阴影图的消耗。
RTXDI的引入可以解耦性能和光照系统复杂,实现动态光源下的动态场景。
Importance resampling(RIS: resampled importance sampling)。
jamelouis
commented
4 years ago
How Unreal Renders a Frame
part 1
,
part 2
,
part 3
。
测试的场景构成(包含尽可能多的材质和渲染方法):静动态物件、光源、体积雾、透明物体和粒子系统。
通过renderdoc截取UE4Editor的渲染过程。
Unreal Engine 版本(4.17.1)
jamelouis
commented
4 years ago
screen space glossy reflections
RSS
Blog
If you can read only three papers from I3D 2002