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filmicworlds.com | ||
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diaryofagraphicsprogrammer.blogspot.com
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| | | | | A Rendering Architecture for high-resolution Displays and Console Games ----------------------------------- Document History: - Initial Pu... | |
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blog.selfshadow.com
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| | | | | [AI summary] This text discusses advanced techniques for occlusion culling and visibility determination in computer graphics, particularly focusing on GPU and SPU implementations. It outlines methods such as hierarchical z-buffering, HZB (Hierarchical Z-Buffer) sampling, and frustum subdivision for efficient rendering of large environments. The text also touches on challenges like latency, hardware limitations, and future directions for visibility processing, including potential integration with next-generation hardware. | |
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wickedengine.net
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| | | | | [AI summary] This article discusses the implementation of voxel-based global illumination (VXGI) techniques, including voxel cone tracing, conservative rasterization, and optimization strategies. It covers challenges like handling extra voxels, normal compression, and the use of interlocked max for updating voxel data. The article also addresses questions about global illumination in indoor scenes, the role of light probes, and the limitations of image-based lighting. Additionally, it touches on the integration of VXGI with shadow mapping and the importance of optimization for performance on various hardware. The discussion includes insights from readers and practical considerations for implementing these techniques in game engines. | |
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pagefault.se
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| | | Outlined in a previous post, I put down some ideas on how to utilize Ds metaprogramming capabilities in order to reduce the amount of fairly unnecessary boilerplate when writing OpenGL code. (I should note, I was heavily inspired by tomakas glium in rust land) Since then, Ive been hard at work abusing the basic idea laid out, coupled with implementing things I merely hinted at in my last post, like instancing and element buffer object support. | ||