Gamefest 2006 - HDR the Bungie Way Posted By: Falagard <falagard@hotmail.com> Date: 4/26/07 9:53 p.m. In Response To: New Halo 3 shots (KookyBastard) : Hey guys, I was looking around the Gearbox forums and I stumbled across these : images in the &qu…
http://www.realtimerendering.com/blog/tag/bungie/ Digital Foundry interview with Halo: Reach developers December 16, 2010 in Resources by Naty | No comments Halo: Reach was one of the big game releases of 2010, so I was pleased to see a detailed tech…
http://renderwonk.com/blog/index.php/archive/adventures-with-gamma-correct-rendering/ Adventures with Gamma-Correct Rendering Aug 3rd, 2007 by Naty I’ve been spending a fair amount of time recently making our game’s rendering pipeline gamma-correct,…
http://www.gamedev.net/topic/496785-deferred-rendering-and-hdr/ Quote: Original post by jstrohYeah I've been reading about people saying "oh you can only do it if the device supports fp16 texture blending" but it's pretty simple to just add to a…
Deferred lighting separate lighting rendering and make lighting a completely image-space technique. This is very different the forward rendering. At first as the limitation of the hardware, we could make per-object lit by max number of 8 lights at on…
zz from 百度百科 最早的Java建置方案是由一套转译程式(interpreter),将每个Java指令都转译成对等的微处理器指令,并根据转译后的指令先后次序依序执行,由于一个Java指令可能被转译成十几或数十几个对等的微处理器指令,这种模式执行的速度相当缓慢. 针对这个问题,业界首先开发出JIT(just in time)编译器.当Java执行runtime环境时,每遇到一个新的类别(class:类别是Java程式中的功能群组),JIT编译器在此时就会针对这个类别进行编译(compile…
原文link:<color enhancement and rendering in film and game production> 是siggraph 2010,“Color Enhancement and Rendering in Film and Game Production” course的一个paper. 从摄影到电影里面使用的技术,来启发游戏里怎么使用. 很不错的一个地方是:了解到了filmic tone mapping是怎么来的了,之前uncharted2的文章还看的我一头…
http://www.behardware.com/art/lire/845/ --> Understanding 3D rendering step by step with 3DMark11 - BeHardware>> Graphics cards Written by Damien Triolet Published on November 28, 2011 URL: http://www.behardware.com/art/lire/845/ Page 1 Introduct…
http://http.download.nvidia.com/developer/SDK/Individual_Samples/DEMOS/Direct3D9/DeferredShading.zip HDR Deferred Shading This sample shows high dynamic range (HDR) lighting combined with deferred shading. Deferred shading is a technique where the co…
In standard rendering, the red, green and blue values for a pixel are each represented by a fraction in the range 0..1, where 0 represents zero intensity and 1 represents the maximum intensity for the display device. While this is straightforward to…