Adding extra probes around walls (detroit become human)
Offset along "bent normal"
Approximate probe-visibility with cubemap (causes "shadowmap"-like artefacts), DDGI, McGuire
Adding extra probes around walls (detroit become human)
Offset along "bent normal"
Approximate probe-visibility with cubemap (causes "shadowmap"-like artefacts), DDGI, McGuire
https://kosmonautblog.wordpress.com/2017/05/01/signed-distance-field-rendering-journey-pt-1/ | |
https://kosmonautblog.wordpress.com/2017/05/09/signed-distance-field-rendering-journey-pt-2/ | |
http://advances.realtimerendering.com/s2015/DynamicOcclusionWithSignedDistanceFields.pdf | |
https://www.froyok.fr/blog/2018-11-realtime-distance-field-textures-in-unreal-engine-4 | |
code-ref | |
https://github.com/GPUOpen-Effects/TressFX/blob/master/amd_tressfx/src/Shaders/TressFXSDFCollision.hlsl |
a tool like colorcop, but with the purpose of inspecting pixels, rather than picking colors.
analysis
if ( DoHDRscreenshot ) | |
{ | |
DoHDRscreenshot = false; | |
int w = source.width; | |
int h = source.height; | |
RenderTexture rt_hdr = RenderTexture.GetTemporary( w, h, 0, RenderTextureFormat.ARGBHalf ); | |
Finalpass( source, rt_hdr, bloom_rt, distortion_rt, distparms ); //note: final posteffects pass |
soft intro | |
https://developer.nvidia.com/preparing-real-hdr | |
https://developer.nvidia.com/getting-know-new-hdr | |
http://wccftech.com/nvidia-pascal-goes-full-in-with-hdr-support-for-games-and-4k-streaming-for-movies/ | |
implementation | |
https://developer.nvidia.com/sites/default/files/akamai/gameworks/hdr/UHDColorForGames.pdf | |
http://on-demand.gputechconf.com/siggraph/2016/presentation/sig1611-thomas-true-high-dynamic-range-rendering-displays.pdf | |
https://developer.nvidia.com/displaying-hdr-nuts-and-bolts | |
https://developer.nvidia.com/implementing-hdr-rise-tomb-raider |
Overview | |
* http://behindthepixels.io/assets/files/TemporalAA.pdf | |
* https://www.highperformancegraphics.org/wp-content/uploads/2017/Retrospective/HPG2017_Jimenez_MLAARetrospective.pdf | |
UE4 | |
* http://advances.realtimerendering.com/s2014/epic/TemporalAA.pptx | |
INSIDE | |
* https://github.com/playdeadgames/temporal/blob/master/GDC2016_Temporal_Reprojection_AA_INSIDE.pdf |
http://nvidia.custhelp.com/app/answers/detail/a_id/3507/~/generating-an-event-trace-log-for-gpuview
https://msdn.microsoft.com/en-us/library/windows/desktop/jj585574(v=vs.85).aspx
https://docs.microsoft.com/en-us/windows/desktop/direct2d/profiling-directx-applications
https://knarkowicz.wordpress.com/2013/05/25/simple-gpuview-custom-event-markers/
https://software.intel.com/en-us/articles/removing-cpu-gpu-sync-stalls-in-galactic-civilizations-3 ( https://www.intel.com/content/www/us/en/developer/articles/case-study/removing-cpu-gpu-sync-stalls-in-galactic-civilizations-3.html )