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seblagarde.wordpress.com | ||
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chetanjags.wordpress.com
Image Based Lighting is used to implement ambient lighting for dynamic objects coming from static objects in a game level. In most cases, it is used for specular lighting or reflections. In this process lighting information at thepotential point of interests is stored in a special type of cube maps called Light probes. These Light... |
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blog.selfshadow.com
[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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www.adriancourreges.com
The Metal Gear series achieved world-wide recognition when MetalGearSolid became a best-seller on the original PlayStation almost two ... |
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therealmjp.github.io
In these exciting modern times, people get a lot of mileage out of their depth buffers. Long gone are the days where we only use depth buffers for visibility and stenciling, as we now make use of the depth buffer to reconstruct world-space or view-space position of our geometry at any given pixel.This can be a powerful performance optimization, since the alternative is to output position into a "fat" floating-point buffer. |
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