Taichi is a domain-specific language embedded in Python that helps you easily write portable, high-performance parallel programs.
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Gazoo.vrv Don Williamson, Consultant Game Technology Programmer/Director of Celtoys @Donzanoid dwilliamson Celtoys dwilliamson Part 1: Why Part 2: Stunt Island I'm a late 80s to late 90s gamer: some of my most imprinted memories come from that period. I remember vividly two incredible WOW! moments that changed my life. The first was seeing the DOOM screen melt on one of my dad's school's library m
Turing GPUs introduce a new shading capability called Texture Space Shading (TSS), where shading values are dynamically computed and stored in a texture as texels in a texture space. Later, pixels are texture mapped, where pixels in screen-space are mapped into texture space, and the corresponding texels are sampled and filtered using a standard texture lookup operation. With this technology we ca
GPU Gems GPU Gems is now available, right here, online. You can purchase a beautifully printed version of this book, and others in the series, at a 30% discount courtesy of InformIT and Addison-Wesley. The CD content, including demos and content, is available on the web and for download. Foreword Now is an excellent time to be working in the field of computer graphics. Over the past five years, GP
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
CEDEC2017「アーティストのためのリアルタイムシェーダー学習法 アーティスティックなシェーダーを開発するには?」で使用したスライドです。CEDiLにも同様のスライドをアップしています。 昨今のゲームエンジンの長足の進歩は、アーティストにとって自分の可能性を広げるためのチャンスでもあります。中でも「シェーダー」は、「絵づくり」をする多くのアーティスト自身に触って、楽しんでもらいたいものです。 本セッションでは、アーティストがリアルタイムシェーダーを学習にするにあたってどんな工夫をすると学びやすいか、講演者自身の経験よりその具体的な方法を紹介します。 http://cedec.cesa.or.jp/2017/session/VA/s58de2bed23b75/
2022/01/22 修正:Computer Graphics 「多重重点的サンプリング」に理想スペキュラー面のサンプリングについて追記。 2022/01/21 修正:Computer Graphics 「双方向パストレーシング」と「被写界深度」に画素数に応じた確率密度の変化について追記。 2021/12/10 修正:Computer Graphics 「パストレーシング」 2021/12/04 修正:Computer Graphics 「パストレーシング実装」 2021/12/04 追加:Computer Graphics 「逆関数法とジオメトリサンプリング実装例」 2021/10/10 追加:Computer Graphics 「Weighted Reservoir SamplingとStreaming RIS」 2021/10/09 修正:Computer Graphics 「Res
Screen Space Reflections in Killing Floor 2 Dec 26, 2016 This is a summary of the Screen Space Reflections implementation used in Killing Floor 2. I will attempt to trace back and work through each step in the process of implementing this feature. Not all of it made it to the final shipped version, but it helped shape it. Overview Binary Search Deferred Color Lookup Applying Reflections Limitatio
In this 2016 GDC Europe session, PlayDead's Mikkel Gjoel and Mikkel Svendsen detail the techniques used to achieve high visual fidelity in the context of the uncompromisingly simplistic aesthetic of INSIDE, Playdead's follow-up to the critically acclaimed LIMBO. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, producti
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