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www.reedbeta.com
| | fgiesen.wordpress.com
3.4 parsecs away

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| | This post is part of the series "A trip through the Graphics Pipeline 2011". Welcome back! This post deals with the second half of pixel processing, the "join phase". The previous phase was all about taking a small number of input streams and turning them into lots of independent tasks for the shader units. Now...
| | therealmjp.github.io
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| | It is no secret that we tend to have a bit of a problem with shader permutations in real-time graphics. It's such a bad problem that it not only affects graphics programmers, but also trickles down to all of the other content creators that use an engine. If you don't believe me, just go ahead and search for "unreal compiling shaders meme" on Google images and see what comes up. There are many great ones to choose from, but personally I am a bit partial to this one:
| | anteru.net
2.5 parsecs away

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| | Anteru's blog is a blog about development, software architecture and 3D graphics.
| | preetishkakkar.wordpress.com
18.1 parsecs away

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| What is Nanite One of hard problems in computer graphics specifically for games is how to render unlimited polygons/triangles efficiently in real time. Artists have dreamt about a world where they don't have to worry about polycounts. Nanite is UE5 technology that tries to achieve it by implementing a very efficient yet dynamic LOD (level...