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Mountainvista | Procedural Landscaping with Cinema 4D | SIGGRAPH 2018

上次更新时间:2018 年 9 月 21 日

Learn how Marc Potocnik tested the limits of native Cinema 4D shaders to create approaches to procedural landscapes!

Photogrammetry and Volumetric Capture

This article compares volumetric capture and photogrammetry, and takes a deeper dive into technical specifications, package sizes, capture options,...

利用Unity C# Job system和ECS方法实现高性能游戏

发布时间:2018 年 9 月 10 日

作者:Peng Tao

前言

在2018年5月2号,Unity正式发布了2018.1版本。在这个版本中,Unity重构核心代码,重磅推出三个功能,这三个功能大大提升了多线程的处理能力以及内存的管理方式,从而有效地提升了游戏性能。

C# Job System —...

Conservative Morphological Anti-Aliasing 2.0

This article provides additional performance, improved quality, optional integration with multi-sample anti-aliasing (MSAA), and the ability to be...

Cloud Gaming Comes of Age | SIGGRAPH 2018

上次更新时间:2018 年 8 月 31 日

Artesyn and Gamestream scale out gaming-as-a-service with Intel® Core Processors and Radeon* RX Vega M Graphics!

Interactive Professional Graphics on Scalable Intel® Xeon® Processors | SIGGRAPH 2018

上次更新时间:2018 年 8 月 31 日

Learn how you can take advantage of Scalable Intel® Xeon® Processors for your CGI, animation, or motion graphics!

Maximizing Visuals with Multicore in Unreal Engine 4 | SIGGRAPH 2018

上次更新时间:2018 年 8 月 30 日

3-2-1 GLORP! Check out this Unreal Engine Demo that showcases CPU Particles in UE4. 

Create Realistic Character Animation with Ziva Dynamics | SIGGRAPH 2018

上次更新时间:2018 年 8 月 30 日

See how Ziva Dynamics can help you create  realistic  and lifelike character and creature animations!

Fully Automated UV Unwrapping for Arbitrary Meshes | SIGGRAPH 2018

上次更新时间:2018 年 8 月 29 日

Learn about Intel Software Innovator Eskil Steenberg's UnWrapper project, which he was demonstrating at SIGGRAPH 2018! UnWrapper is fully automatic UV  unwrapper  for arbitrary topology models.

Testing the Limits of Real-Time Graphics | SIGGRAPH 2018

上次更新时间:2018 年 8 月 29 日

This 8K photogrammetry project shows Real-Time Graphics featuring Unreal Engine 4 and pushes the limits of current enthusiast-grade Hardware. 

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...

Code Sample: API Without Secrets: The Practical Approach to Vulkan*

Learn what resources are needed and how to organize them to efficiently generate and display a single frame of animation in the Vulkan API.

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