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You can find an ad-free static site version of this post here: https://therealmjp.github.io/posts/bindless-texturing-for-deferred-rendering-and-decals/ https://github.com/TheRealMJP/DeferredTexturing https://github.com/TheRealMJP/DeferredTexturing/releases (Precompiled Binaries) To Bind, or Not To Bind Unless you’ve been in a coma for the past year, you’ve probably noticed that there’s a lot of bu
You can find an ad-free static site version of this post here: https://therealmjp.github.io/posts/msaa-overview/ Previous article in the series: Applying Sampling Theory to Real-Time Graphics Updated 1/27/2016 – replaced the MSAA partial coverage image with a new image that illustrates subsamples being written to, as suggested by Simon Trümpler. MSAA can be a bit complicated, due to the fact that
A friend of mine once told me that you could use “back in the habit” as the subtitle for any movie sequel. I think it works. So a lot of people still have trouble with reconstructing position from depth thing, judging by the emails I get and also the threads I see in the gamedev forums made by people who read my earlier blog posts. Can’t say I blame them…it’s pretty tricky, and easy to screw up.
You can find an ad-free static site version of this post here: https://therealmjp.github.io/posts/signal-processing-primer/ For a theoretical understanding of aliasing and anti-aliasing, we can turn to the fields of signal processing[1] and sampling theory[2]. This article will explain some of the basics of these two related field in my own words, taking a more theoretical point of view. In the f
Before I bought a decent DSLR camera and started putting it in manual mode, I never really noticed bokeh that much. I always just equated out-of-focus with blur, and that was that. But now that I’ve started noticing, I can’t stop seeing it everywhere. And now every time I see depth of field effects in a game that doesn’t have bokeh, it just looks wrong. A disc blur or even Gaussian blur is fine fo
Lately I’ve been thinking about things in graphics that have long worn out their welcome, and I started a list of techniques that I hope will be nowhere in sight once everyone moves on to next-gen console hardware (or starts truly exploiting high-end PC hardware). Here they are, in no particular order: Phong/Blinn-Phong – we need more expressive BRDF’s for our materials, and these guys are getting
There are times I wish I’d never responded to this thread over at GDnet, simply because of the constant stream of PM’s that I still get about it. Wouldn’t it be nice if I could just pull out all the important bits, stick it on some blog, and then link everyone to it? You’re right, it would be! First things first: what am I talking about? I’m talking about something that finds great use for defe
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