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[Tutorial]A Comprehensive Explanation of Deferred Rendering - Guide to Cocos Cyberpunk Source Code

Cocos

This article will delve into the principles, implementation details, common issues and solutions, memory overhead, and compatibility of the Deferred Rendering technique. This series of articles will analyze the source code from various perspectives to improve your learning efficiency. Solution for transparent object rendering.

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Creating a See-Through | X-Ray Effect In Unity – Shader Tutorial

Awesome Tuts

If you’re a complete beginner who never coded a single game in Unity, start with the tutorial in the link below: Getting Started With Unity And C# If however, you know how to create basic games in Unity on your own, then you can follow this tutorial to implement this effect in your game. On line 1 have the Shader declaration.

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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.

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Practical Tips for Optimizing Ray Tracing

Nvidia

Some ray-traced effects, like reflections or shadows, require support for out-of-frustum objects for rendering accuracy. This can be partially achieved using a bindless resource model where all required resources are available directly from the shader code on GPU without explicit CPU-side bindings. Dynamic objects selection.

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Godot's new renderer, progress report #2

Mircosoft Game Dev

It's been a month since the first progress report , and progress continues towards the new Godot renderer. Little by little every system falls into place, and rendering starts feeling a lot more mature. Add Layered/Stencil rendering. Atlas cells are assigned according to their size in pixels on the screen (e.g.

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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.

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GLES2 and GDNative, progress report #7

Mircosoft Game Dev

depth rendering for shadow mapping. The shader code for the lights can be found here. I will go more in-depth about shadow-mapping later, for now just know that in order to show shadows, the scene needs to be rendered from the perspective of each light and the result has to be saved. The code is located here.

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