- 2011 - A trip through the Graphics Pipeline 2011
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
- 2020 - GPU ARCHITECTURE RESOURCES
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// GLSL Octahedral Texture Mapping with Edge Mirroring and Bilinear Interpolation (by Benjamin 'BeRo' Rosseaux) | |
ivec2 wrapOctahedralTexelCoordinates(const in ivec2 texel, const in ivec2 texSize) { | |
ivec2 wrapped = ((texel % texSize) + texSize) % texSize; | |
return ((((abs(texel.x / texSize.x) + int(texel.x < 0)) ^ (abs(texel.y / texSize.y) + int(texel.y < 0))) & 1) != 0) ? (texSize - (wrapped + ivec2(1))) : wrapped; | |
} | |
vec4 textureOctahedralMap(const in sampler2D tex, vec3 direction) { | |
direction = normalize(direction); // just for to make sure that it is normalized | |
vec2 uv = direction.xy / (abs(direction.x) + abs(direction.y) + abs(direction.z)); |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// This file should be compiled with DXC against shader model 6.6 | |
// Change the TARGET_API define here to either D3D or VK and switch compiler output formats (DXIL or SPIR-V) to match | |
#define D3D 1 | |
#define VK 2 | |
#define TARGET_API D3D | |
// Begin macro magic | |
#if TARGET_API == D3D | |
// No special root signature needed! |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEditor; | |
using UnityEngine; | |
using System.IO; | |
using System.Text; | |
using System.Collections.Generic; | |
using System.Reflection; | |
[InitializeOnLoad] | |
public class FileExtensionGUI | |
{ |