All Unreal Engine 4

UE4 剔除 使用

官方文档 https://docs.unrealengine.com/zh-CN/Engine/Rendering/VisibilityCulling/index.html 可视性和遮挡剔除方法的大体思路是减少任意给定时刻的可见对象数量,从而达到优化性能的目的。 GPU-Driven 则是后面的趋势,可以全部采用Compute Shader来做OC,后面对于IB/VB进行合并处理。     方法     距离剔除     每个Actor都有自己的绘制距离设置,可以使用 细节(Details) 面板进行设置。     剔除距离体积(Cull Distance Volume):对于优化包含精细内部空间的大型室外关卡非常有用。当室内空间小到可被视为不重要时,可以剔除它们。用法: …

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 …