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.
- 主题游戏:美国末日2, 五篇技术分享。
- GPU Driven Effects of The Last of Us Part II(PPT 1.5G)
- Low-Level Optimizations in The Last of Us Part II(PPT 10.3M)
- Volumetric Effects of The Last of Us Part II(PPT 1.2G)
- The Technical Art of The Last of Us Part II(PPT 152.5M)
- Lighting Technology of The Last of Us Part II(PPT 23.2M)
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.
- 20几页的PDF格式的文章,参考引用非常多的论文资料。
- source code(github)
GAMES 202 高质量实时渲染
- GAMES(Graphics And Mixed Environment Symposium)(图形学与混合现实研讨会)
- 主题有:实时阴影的渲染,环境光照,全局光照,PBR,实时光线追踪,抗锯齿与超采样。
- 往期课程有: