Remove Baking Remove Pixel Remove Render
article thumbnail

Cocos Creator 3.8 Post-Process Shader Writing (2/2) Advanced

Cocos

Preface In the last article , Kylin shared how to add your own post-effect Shader in the custom render pipeline in Cocos Creator 3.8. Simply put, Gaussian blur takes every pixel on an image and processes it with the following process. Final pixel value = sum of all (pixels * weights). name : the effect’s name.

Shaders 98
article thumbnail

Godot 3's renderer design explained

Mircosoft Game Dev

Godot uses a considerably different approach to rendering (and rendering abstraction) than other, popular, game engines. This document was written in hopes to find more developers that would like to help us write rendering code, as it explains the overall design. Running the whole graphics rendering in a separate thread.

Render 52
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

NVIDIA Research: Learning and Rendering Dynamic Global Illumination with One Tiny Neural Network in Real-Time

Nvidia

This is a challenging task, even in cinematic rendering, because it is difficult to find all the paths of light that contribute meaningfully to an image. Solving this problem through brute force requires hundreds, sometimes thousands of paths per pixel, but this is far too expensive for real-time rendering.

article thumbnail

Q&A: Real-Time Ray Tracing in a Cinematic Scene

Nvidia

Back then, cinematic-quality rendering required computer farms to slowly bake every frame. Back then, cinematic-quality rendering required computer farms to slowly bake every frame overnight—a painstaking process. Path tracing and ray tracing are both rendering techniques, but they have key differences.

article thumbnail

Shaping the Future of Graphics with NVIDIA Technologies in Unreal Engine 5

Nvidia

DLSS uses advanced AI rendering to produce image quality comparable to native resolution, and in some cases even better quality, while only conventionally rendering a fraction of the pixels. Balancing quality and performance is done by controlling the game’s internal rendering resolution. Courtesy of JSFILMZ.

article thumbnail

Try NVIDIA Game Development SDKs in the Interactive RTX Technology Showcase

Nvidia

RTX Global Illumination provides scalable solutions to compute multi-bounce indirect lighting without bake times, light leaks, or expensive per-frame costs. NVIDIA Real-Time Denoiser is a spatio-temporal API agnostic denoising library that’s designed to work with low ray per pixel signals.

article thumbnail

Dev snapshot: Godot 3.2.4 beta 2

Mircosoft Game Dev

New option to snapping 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions (new in 3.2.4 Rendering: Add fast approximate antialiasing (FXAA) to Viewport ( GH-42006 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Physics: Various bug fixes for 2D and 3D.

Beta 52