Rendering Weekly 035

周报 第8期

顽皮狗在Siggraph 2020的游戏开发分享

Take a deep dive into the development of The Last of Us Part II.

Renderdoc调试总结

  • Renderdoc调试HLSL支持单步调试
  • UE4 HLSL默认是汇编代码,因此需要更改引擎编译选项
  • 使用Renderdoc分析不同着色语言:DX, OpenGL, Vulkan的应用程序的例子

Crash Course in BRDF Implementation

This article helps to understand and implement BRDFs commonly used in game engine, for use in both rasterization and emerging realtime raytracing.

GAMES 202 高质量实时渲染