Advanced Game Tech All

Terrain Raymarching

http://www.iquilezles.org/www/articles/terrainmarching/terrainmarching.htm     Arround 2002 I made my first attempts to visualize fractal mountains and test procedural texturing. At that time I …

Advanced Game Tech All

软光 – An Overview of the Rasterization Algorithm

各种教程: OpenGL https://github.com/ssloy/tinyrenderer/wiki OpenGL http://www.3dcpptutorials.sk/index.php?id=15 Opengl ES 2.0 https://github.com/hmwill/GLESv20     我这里需要的软光栅是不需要OpenGL,DirectX的     Rasterization: a Practical Implementation https://www.scratchapixel.com/lessons/3d-basic-rendering/rasterization-practical-implementation     代码: …

Advanced Game Tech All

Software Occlusion Culling – intel

https://software.intel.com/en-us/articles/software-occlusion-culling https://software.intel.com/en-us/blogs/2013/03/22/software-occlusion-culling-update https://software.intel.com/en-us/blogs/2013/09/06/software-occlusion-culling-update-2     Abstract: The technique divides scene objects into occluders and occludees and culls occludees based on a depth …

Advanced Game Tech All

Occlusion Culling – oxel

全局讲述: http://www.nickdarnell.com/oxel/     Hierarchical Z-Buffer Occlusion Culling http://www.nickdarnell.com/hierarchical-z-buffer-occlusion-culling/     Hierarchical Z-Buffer Culling Steps: Bake step – Have your artists prepare …

Advanced Game Tech All

Android Terrain Rendering

从这篇开始讲起: http://galfar.vevb.net/wp/2013/android-terrain-rendering-vertex-texture-fetch-part-1/     To my surprise, I found out that GPU (PowerVR SGX 540) in my venerable Nexus S (2010) supports …