- 记录感兴趣的渲染技术
An Abstract Machine
- Part 1 - Frame Pipelining
- Part 2 - Tile-based Rendering
- Part 3 - The Midgard Shader Core
- Part 4 - The Bifrost Shader Core
Mali Performance
- 1: Checking the Pipeline
- 2: How to Correctly Handle Framebuffers
- 3: Is EGL_BUFFER_PRESERVED a good thing?
- 4: Principles of High Performance Rendering
- 5: An Application's Performance Responsibilities
- 6: Efficiently Updating Dynamic Resources
- 7: Accelerating 2D rendering using OpenGL ES
Misc
- Forward Rendering
- Defered Lighting
- Forward+ Rendering
- GPU-Driven
- FrameGraph
TODO
TODO
- 2012 - Forward+: Bringing Deferred Lighting to the Next Level
- Forward框架的逆袭:解析Forward+渲染
- VFPR - a Vulkan Forward+ Renderer
- AMD Forward+ Sample on DirectX 11
- AMD - Leo Demo
- 2019 - GDC - GPU-Driven Rendering and Virtual Texturing in Trials Rising
- 2017 - GPUZEN - Deferred+: Next-Gen Culling and Rendering for Dawn Engine
- 2016 - GDC - Optimizing the Graphics Pipeline with Compute
- 2016 - GPUOPEN - GCN Shader Extensions for Direct3D and Vulkan
- 2015 - SIGGRAPH - GPU-Driven Rendering Pipelines
- 2008 - SIGGRAPH - GPU-Based Scene Management Large Crowds
Cluster
- Unity - Cluster 实现概述
- Unity - Cluster 实现详解1 - 预计算AABB
- Unity - Cluster 实现详解2 - 光源求交
- Unity - Cluster 实现详解3 - GPU-Driven
- 2018 - GDC - Frostbite GPU Emitter Graph System
- 2018 - GDC - Beyond Emitters: Shader and Surface Driven GPU Particle FX Techniques
- 2014 - GDC - the inFAMOUS: Second Son Particle System Architecture
- 2014 - GDC - Compute-Based GPU Particle Systems
- 2014 - AMD - GPU Particles Sample based on DirectX11
- 电影行业用的技术,没看到现有引擎用于游戏
- http://ptex.us/
- 2011 - SIGGRAPH - Per-Face Texture Mapping for Realtime Rendering
- 2013 - NVIDIA - Eliminating Texture Waste: Borderless Ptex
- Ptex and PRT Technology Preview
- GDC2010 - Uncharted 2: HDR Lighting
- GDC2005 - Far Cry and DirectX9
- GDC2003 - Frame Buffer Postprocessing Effects in DOUBLE-S.T.E.A.L(ppt、voice)
- 2011 - GEMS8 - Principles and Practice of Screen Space Ambient Occlusion (Starcraft II)
- 2009 - ShaderX7 - Variance Methods for Screen-Space Ambient Occlusion
- 2009 - ShaderX7 - Screen-Space Ambient Occlusion (Crysis)
- LearnOpenGL - SSAO
- 2009 - Approximating Dynamic Global Illumination in Image Space
- 2009 - SIGGRAPH - Multi-Layer Dual-Resolution Screen-Space Ambient Occlusion
- 2008 - SIGGRAPH - Image-Space Horizon-Based Ambient Occlusion
- 2008 - NVidia - Screen Space Ambient Occlusion
- NVIDIA ShadowWorks,有 HBAO+ 的实现
LPV
- 作者 Anton Kaplanyan
- 2009 - SIGGRAPH - Light Propagation Volumes in CryENGINE 3
LPV 改良
- 作者 Hawar Doghramachi(Defer+作者,目前在顽皮狗)
- 2013 - GPU Pro 4 - Rasterized Voxel-Based Dynamic Global Illumination
SVOGI
- 作者 Andrew Scheidecker,https://www.scheidecker.net/
- 在 UE4 Elemental Tech Demo 中实现了 SVOGI
- 但因为 XBOXONE & PS4 的性能不足,最终从引擎中删除了这部分的实现
- 目前 CRYENGINE 5 中实现了 SVOGI
VXGI
- VXGI - Nvidia 设计的,和 SVOGI 同类的技术
- Voxel Cone Tracing and Sparse Voxel Octree for Real-time Global Illumination
- https://developer.nvidia.com/vxgi