- 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
From time to time I receive questions on the depth aware upsampling mentioned in the INSIDE-rendering presentation: https://loopit.dk/rendering_inside.pdf#page=39
The goal of this technique is to take the texture-output from a half-resolution pass, containing the results of sampling volumetric fog - and scale it up to full resolution. This presents two challenges:
- Making sure samples from the low-resolution buffer, do not spill on top of foreground objects in the high-resolution buffer
- Making sure the samples in the volumetric fog can be properly accumulated by TAA after upsampling
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| // MIT License | |
| // | |
| // Copyright (c) 2024 Alexander Malyutin | |
| // | |
| // Permission is hereby granted, free of charge, to any person obtaining a copy | |
| // of this software and associated documentation files (the "Software"), to deal | |
| // in the Software without restriction, including without limitation the rights | |
| // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
| // copies of the Software, and to permit persons to whom the Software is | |
| // furnished to do so, subject to the following conditions: |
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| # Source | |
| # Vertex animation textures, beanbags and boneless animations | |
| # by Martin Donald | |
| # https://www.youtube.com/watch?v=NQ5Dllbxbz4 | |
| import bpy | |
| import bmesh | |
| import mathutils | |
