-
A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
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S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
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[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
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| // This example shows how to call a blueprint event / function from c++ in unreal engine 4. | |
| // In this example we call a blueprint event named "ServerRequestPossess" (see below). | |
| // The current character for instance. | |
| // This character must be implemented in blueprint and provides the blueprint event named "ServerRequestPossess". | |
| ACharacter* CurrentCharacter = <instance of ACharacter>; | |
| // Just an another character. It could by any object. | |
| ACharacter* AnotherCharacter = Cast<class ACharacter>(Hit.Actor); |
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| #include <iostream> | |
| #include <utility> | |
| #include <string> | |
| template <typename T, typename U, typename... R> | |
| class TypeChecker : public TypeChecker<T, R...> | |
| { | |
| public: | |
| using TypeChecker<T, R...>::TypeChecker; | |
| using TypeChecker<T, R...>::operator=; |
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| #pragma once | |
| #include <DirectXMath.h> | |
| //------------------------------ | |
| // 3D Vector : simple wrapper class for support operation | |
| struct CXMFLOAT2 : public DirectX::XMFLOAT2 | |
| { | |
| CXMFLOAT2( ) = default; | |
| using DirectX::XMFLOAT2::XMFLOAT2; |