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API without Secrets: Introduction to Vulkan* Part 6

This part of the tutorial presented a way to use textures (combined image samplers, in fact) inside shaders. To do this we created an image and allocated and bound a memory to it. We also created an image view. Next, we copied data from a staging buffer to the image to initialize its contents. We also created a sampler object that defined a way in which image data was read inside shaders.
Autor Pawel L. (Intel) Última actualización 06/12/2018 - 16:27
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没有任何秘密的 API:Vulkan* 简介第 6 部分

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Autor Pawel L. (Intel) Última actualización 24/01/2018 - 12:12
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API without Secrets: The Practical Approach to Vulkan* - Part 1

We start with a simple problem: the most general layout of our application. o render anything, to perform any job, we need at least one command buffer. We want to use it to render our scene into the acquired image. But we cannot start the rendering process until the presentation engine allows us to do so, until the acquired image is ready to be used for rendering.
Autor Pawel L. (Intel) Última actualización 28/08/2018 - 16:36
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没有任何秘密的 API:Vulkan 的实用方法* - 第一部分

我们从一个简单的问题开始:最常见的应用布局。若要渲染任何对象和执行任何任务,我们至少需要一个命令缓冲区。我们想用它将我们的场景渲染成所获得的图像。但我们无法启动渲染过程,除非演示引擎允许我们这样做且获取的图像已准备好用于渲染。
Autor Pawel L. (Intel) Última actualización 19/10/2018 - 01:00
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Surprising Volumetric Effects in Cinema 4D* Part 2: Erupting Plasma and Sliced Clouds

This article delves into creating more complex visuals like a realistic fiery and detailed sun
Autor Potocnik, Marc Última actualización 14/12/2018 - 18:13
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Surprising Volumetric Effects in Cinema 4D* Part 1: The Magic of Visible Lights

Volumetric effects such as clouds, fog, nebulae or fire-like structures are a common task in the daily work of a 3D
Autor Potocnik, Marc Última actualización 16/11/2018 - 10:45
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云、雾、星云、火状结构等体积效果是 3D 美术师日常工作中的常见任务。
Autor Potocnik, Marc Última actualización 06/03/2019 - 19:01
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Cinema 4D* 中令人惊叹的体积效果第 2 部分: 喷发状等离子体云和块状云

本文将深入研究如何创建更为复杂的视觉,比如逼真的烈日和细节丰富的太阳。
Autor Potocnik, Marc Última actualización 02/08/2019 - 17:32
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Unreal* Engine 4 Optimization Tutorial, Part 4

The part 4 of this tutorial is on Optimization Viewmodes which include Light Complexity, Lightmap Density, Stationary Light Overlap, Shader Complexity, (& Quads), Quad Overdraw and LOD Coloration
Autor Errin Miller (Intel) Última actualización 13/11/2019 - 21:19