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Practical Tips for Optimizing Ray Tracing

Nvidia

This starts from mesh instance selection and their data. This starts from mesh instance selection and their data processing towards optimized tracing and shading of every hit that you encounter. Parallel mesh processing for instance data generation. Better GPU utilization using batched vertex data processing for dynamic meshes.

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Cocos Shader Tutorial 1.0 - about UV

Cocos

The vertical axes of textures and picture pixels is shown above, when sampling textures in shaders, that is from top to bottom, which is top-right corner. This is consistent with how most image file formats store pixel data, and with how most graphics APIs work (including DirectX, Vulkan, Metal, WebGPU, but not OpenGL). x,waveFactor.y-uv0.y);

Shaders 98
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The Spine Animation Story at Logic Simplified

Logic Simplified

Each image part was converted to mesh. The USP of Spine animation software is how smoothly it converts an image part to mesh. In each mesh vertices are placed to define how we want to move the character. Bones are created to help the mesh move and provide fine-tuned control. It is these vertices which can be moved.

Animation 111
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Advanced GPU optimization techniques in Unity 6 • Insights from Unite 2024

PreMortem.Games

Overdraw optimization In cases where the GPU is pixel-bound, a common cause is overdraw, where pixels are shaded multiple times in a frame. This increases the likelihood of multiple passes being applied to the same pixel, taxing the GPU even more. Another important consideration is transparency.

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How to write Shaders in Unity using HLSL

Febucci

In order to understand them and become a wizard/witch, we have to learn a bit about meshes first. A mesh is made (usually!) You can see the mesh as the structure of your object, built by combining its triangles together. Now that we’ve scratched the topic of meshes, we can finally talk about shader. Shaders Theory.

Shaders 52
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Creating a See-Through | X-Ray Effect In Unity – Shader Tutorial

Awesome Tuts

The vert function on line 37 uses UnityObjectToClipPos which will transform the mesh vertex position from local object space to clip space. Here’s another example how to make game objects visible behind wall but with an addition – we’re going to make the visible objects pixelated. 0.59, and 0.11 0.25 && col.r

Shaders 90
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Accelerating Ultra-Realistic Game Development with NVIDIA DLSS 3 and NVIDIA RTX Path Tracing

Nvidia

New graphics primitives built for the future of games NVIDIA Micro-Mesh is a graphics primitive built from the ground up for real-time path tracing. Displaced Micro-Mesh and Opacity Micro-Map SDKs give developers the tools and sample code for the creation, compression, manipulation, and rendering of micro-meshes.