-
A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
-
S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
-
[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
- 2011 - A trip through the Graphics Pipeline 2011
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
- 2020 - GPU ARCHITECTURE RESOURCES
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// | |
// Author: Jonathan Blow | |
// Version: 1 | |
// Date: 31 August, 2018 | |
// | |
// This code is released under the MIT license, which you can find at | |
// | |
// https://opensource.org/licenses/MIT | |
// | |
// |
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#include <windows.h> | |
#include <wininet.h> | |
#include <stdio.h> | |
#pragma comment (lib, "Wininet.lib") | |
int main(int argc, char *argv[]) { | |
HINTERNET hSession = InternetOpen( | |
L"Mozilla/5.0", // User-Agent |
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#include <assert.h> | |
#include <stdlib.h> | |
#include <limits.h> | |
typedef struct rb_Node rb_Node; | |
struct rb_Node { | |
rb_Node *parent, *k[2]; | |
unsigned size : sizeof(unsigned)*CHAR_BIT-1; | |
unsigned color : 1; |
There is a nice GIF illustrating a technique called "frustum culling" in this Kotaku article: http://kotaku.com/horizon-zero-dawn-uses-all-sorts-of-clever-tricks-to-lo-1794385026
The interwebs being what they are, this has also led to some controversy.
Some people have interpreted the opening sentence "Every time you move the camera in Horizon Zero Dawn, the game is doing all sorts of under-the-hood calculations, loading and unloading chunks of world to ensure that it all runs properly," as being about the GIF; that's not what frustum culling does, but that's probably not what the article's author meant anyway.
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#include <functional> | |
class Solution { | |
public: | |
ListNode* removeElements(ListNode* head, int val) { | |
auto ls = std::ref(head); | |
while (ls != nullptr) { | |
if (ls.get()->val == val) { | |
auto p = ls.get(); |
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// Copyright Eric Niebler 2016 | |
#include <cstddef> | |
#include <cstdio> | |
#include <cstdint> | |
#include <cstring> | |
#include <utility> | |
#include <type_traits> | |
#define REQUIRES(X) \ |
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#include <stdio.h> | |
#include <stdlib.h> | |
#include <poll.h> | |
#include <uv.h> | |
static void on_close(uv_handle_t* handle); | |
static void on_connect(uv_connect_t* req, int status); | |
static void on_write(uv_write_t* req, int status); | |
static void on_alloc(uv_handle_t* handle, size_t suggested_size, uv_buf_t* buf) |
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$RegKey = (Get-ItemProperty 'HKCU:\Volatile Environment') | |
$RegKey.PSObject.Properties | ForEach-Object { | |
If($_.Name -like '*View*'){ | |
Write-Host $_.Name ' = ' $_.Value | |
} | |
} |
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