https://zhuanlan.zhihu.com/p/583245401
理解Nanite(一):遮挡剔除
前文刺客信条大革命的分享出来后,很明显未来的管线趋势就是越来越gpu driven。就我个人而言,大革命那篇管线最重要的就在于展现了dx11以来gpu端程序的灵活性大大提高,老旧的per object级别的
zhuanlan.zhihu.com
https://zhuanlan.zhihu.com/p/409244895
现代渲染引擎开发-GPU Driven Render Pipeline
上一篇文章介绍了现代渲染引擎如何处理贴图资源,这一篇文章介绍一下 GPU Driven Render Pipeline,GPU Driven Render Pipeline实际上大部分工作都是在处理mesh资源。还是先从 合并批次说起,上一篇文章我
zhuanlan.zhihu.com
https://zhuanlan.zhihu.com/p/33881505
[Siggraph15] GPU-Driven Rendering Pipelines
GPU-Driven Rendering Pipelines GPU来掌控哪些实际渲染的物体 -切换viewport/frustum -GPU更细粒度的Visibility -不需要CPU/GPU的来回传递数据 动机: RedLynx User generated content(UGC) -内容服务器下载,…
zhuanlan.zhihu.com
zhihu GPU-Driven Rendering Pipelines
https://zhuanlan.zhihu.com/p/548257882
【Unreal从0到1】【第二章:引擎渲染管线分析】2.4,UE5 Nanite管线分析
失踪了半年又来某乎水文章啦,这半年也没有闭关去钻研什么高深的知识,感觉就是单纯变懒了~ 就这样在某个菜的睡不着觉的深夜突然警醒,猛然间感悟韶华易逝,于是又点开了早已“人均徒
zhuanlan.zhihu.com
https://zhuanlan.zhihu.com/p/611731915
UE5 Lumen GI 实现分析
最近因为工作需要翻了下UE5.1的Lumen源码,这里把涉及GI计算的几十个Pass以及大体的执行流程整理一下。我们分析Lumen比较好的思路是从整体出发,再定点研究。把主要的Pass执行顺序以及它是做什
zhuanlan.zhihu.com
https://zhuanlan.zhihu.com/p/398852950
Unreal从0到1专栏概述
大家好,我是被迫干全栈的小菜雀~,目前在做图形渲染方向的技术美术。整理本专栏的初衷在于希望能够从项目开发中可能遇到的话题入手,去重新组织虚幻引擎的学习路线。分析针对特定的开
zhuanlan.zhihu.com
GPU Driven rendering experiments at the Digital Dragons conference
This week I had the pleasure to present the experiments I’ve doing for the past six months on GPU driven rendering at the Digital Dragons conference in Poland. The event was well organised with lot…
interplayoflight.wordpress.com
https://interplayoflight.wordpress.com/2017/11/15/experiments-in-gpu-based-occlusion-culling/
Experiments in GPU-based occlusion culling
Occlusion culling is a rendering optimisation technique that refers to not drawing triangles (meshes in general) that will not be visible on screen due to being occluded by (i.e. they are behind) s…
interplayoflight.wordpress.com
Visibility Buffer
[번역] Visibility Buffer Rendering with Material Graphs – Filmic Worlds
개인 공부용으로 번역한 거라 잘못 번역된 내용이 있을 수 있습니다. 또한 원작자의 동의 없이 올려서 언제든 글이 내려갈 수 있습니다. 출처 : http://filmicworlds.com/blog/visibility-buffer-rendering-with-mate
scahp.tistory.com
https://zhuanlan.zhihu.com/p/638697540
Games104 22GPU驱动的几何管线-nanite
无限几何细节的pipeline 1-GPU Driven传统的pipeline,往往是从CPU端发起的,就是drawcall,CPU会有大量的算力浪费在准备这个素材本身; drawcall是一个非常贵的东西; 现代游戏的特点就是一个场景会有大量
zhuanlan.zhihu.com
https://blog.selfshadow.com/publications/practical-visibility/
Practical, Dynamic Visibility for Games
Stephen Hill and Daniel Collin 1. Introduction With the complexity and interactivity of game worlds on the rise, the need for efficient dynamic visibility is becoming increasingly important. As luck would have it, this article covers two complementary appr
blog.selfshadow.com