- Rendering Engine
- Support for Multiple Graphics APIs : OpenGL | Vulkan | DirectX12 | DirectX11 | Metal
- Content Export Pipeline : Create Maya/Max Plugins to export meshes based on Renderers needs. (Assimp Commercial Licence -> Pay)
- Texture Compression Libraries
- Material System : Artists Configure shaders, textures, parameters to import in game
- Game-side Manager of Models/Materials/Lights
- Good Visibility System (Frustum/Occlusion) (VisibilityBuffers?)
- Multi-Threded Submission System to reduce cost of submission to GPU
- Lighting/Shadow Rendering System
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| find . -mindepth 1 -maxdepth 2 -type d -print -exec git -C {} pull \; | |
| pause |
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| // .4------5 4------5 4------5 4------5 4------5. | |
| // .' | .'| /| /| | | |\ |\ |`. | `. | |
| // 0---+--1' | 0-+----1 | 0------1 | 0----+-1 | `0--+---1 | |
| // | | | | | | | | | | | | | | | | | | | |
| // | ,6--+---7 | 6----+-7 6------7 6-+----7 | 6---+--7 | | |
| // |.' | .' |/ |/ | | \| \| `. | `. | | |
| // 2------3' 2------3 2------3 2------3 `2------3 |
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| GPU Gems 1 - Chapter 23. Depth of Field: A Survey of Techniques | |
| GPU Gems 2 | |
| GPU Gems 3 - Chapter 28. Practical Post-Process Depth of Field | |
| GPU Pro 1 - Realistic Depth of Field in Post-Production | |
| GPU Pro 2 - Post-Proccessing Effects on Mobile Devices | |
| GPU Pro 3 - | |
| GPU Pro 4 - Images Space -> First Two Chapters | |
| GPU Pro 5 - 241 - Bokeh Effects on The SPU | |
| GPU Pro 6 - |
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| Find: (\w*).Sample\((\w*) | |
| Replace: texture(sampler2D($1, $2) |
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| #include "lib.h" | |
| #include "../3rd/minhook/include/MinHook.h" | |
| #include "../3rd/minhook/src/buffer.c" | |
| #include "../3rd/minhook/src/hook.c" | |
| #include "../3rd/minhook/src/trampoline.c" | |
| #include "../3rd/minhook/src/hde/hde64.c" | |
| typedef void* (*fn_malloc)(size_t size); | |
| typedef void (*fn_free)(void* ptr); |
This is aimed at new hires or anyone encountering floating-point issues. It doesn't go into much details and is a high-level overview of floating point concepts:
-
A floating-point number = mantissa × 2^exponent, where the mantissa (sometimes called significand) holds the significant digits and the exponent sets the scale. In fp32, exponent takes 8 bits and mantissa 23 bits (+1 sign bit)
-
Between [
2^p,2^(p+1)), floating point numbers are equally spaced (smallest difference between two consecutive floats). For example: fp32 numbers between2.0and4.0have spacing of2^-22Numbers between1024.0and2048have spacing of2^-13. that's what we call the ULP/error in that range.
- It's actually a fact that smallest difference between two consecutive floats (ULP) with the same exponent is:
2^−23 * 2^p - notice how the larger the number gets, the spacing becomes wider, that means the rounding error of the operations get larger. (but the relative error stays the same)
- Exerci