- 2022 "How Parameters Drive the Particle Effects of 'Forza Horizon 5'": https://www.youtube.com/watch?v=8Pk-yAp7J_8
- 2021 "Blowing from the West: Simulating Wind in 'Ghost of Tsushima'" https://www.youtube.com/watch?v=d61_o4CGQd8
- 2018 "Beyond Emitters: Shader and Surface Driven GPU Particle FX Techniques" https://www.youtube.com/watch?v=yG4ChOPyC-4
- "Instancing and OIT in total war: Three kingdoms" https://www.intel.com/content/dam/develop/external/us/en/documents/instancing-and-oit-in-total-war-three-kingdoms.pdf (video: https://www.gdcvault.com/play/1026177/Instancing-and-Order-Independent-Transparency )
- 2018 "Frostbite GPU Emitter Graph System": https://www.ea.com/frostbite/news/frostbite-gpu-emitter-graph-system
- 2016 "Modern GPU particle systems in Alienation" https://www.youtube.com/watch?v=ARzl0d5a3UQ
- 2014 "compute-based gpu particle systems", amd https://www.gdcvault.com/play/1020002/Advanced-Visual-Effects-with-DirectX
- 2014 "The InFAMOUS: Second Son Particle System Architecture" h
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| // Octahedral mapping visualization in Odin and Raylib | |
| // by Jakub Tomšů (@jakubtomsu_) | |
| // | |
| // Build and run with 'odin run octsphere.odin -file'. | |
| // No additional dependencies required. | |
| // | |
| // Sources: | |
| // https://gpuopen.com/learn/fetching-from-cubes-and-octahedrons/ | |
| // https://knarkowicz.wordpress.com/2014/04/16/octahedron-normal-vector-encoding/ |
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| /* | |
| MIT License | |
| Copyright (c) 2023 Jiayin Cao | |
| Permission is hereby granted, free of charge, to any person obtaining a copy | |
| of this software and associated documentation files (the "Software"), to deal | |
| in the Software without restriction, including without limitation the rights | |
| to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
| copies of the Software, and to permit persons to whom the Software is |
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| // Copyright (c) 2023 Tomasz Stachowiak | |
| // | |
| // This contribution is dual licensed under EITHER OF | |
| // | |
| // Apache License, Version 2.0, (http://www.apache.org/licenses/LICENSE-2.0) | |
| // MIT license (http://opensource.org/licenses/MIT) | |
| // | |
| // at your option. | |
| #include "/inc/frame_constants.hlsl" |
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| template<typename T> | |
| void bitonic_sort64(T vals_[64]) | |
| { | |
| int h=-1; | |
| do | |
| { | |
| for(unsigned i=0; i<32; ++i) | |
| { | |
| unsigned idx0=2*i; | |
| unsigned idx1=4*(i&h)-2*(i+h)-1; |
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| //----------------------------------------------------------------------------------------------- | |
| // SquirrelNoise5.hpp | |
| // | |
| #pragma once | |
| ///////////////////////////////////////////////////////////////////////////////////////////////// | |
| // SquirrelNoise5 - Squirrel's Raw Noise utilities (version 5) | |
| // | |
| // This code is made available under the Creative Commons attribution 3.0 license (CC-BY-3.0 US): |
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| // Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved. | |
| // | |
| // Permission is hereby granted, free of charge, to any person obtaining a copy | |
| // of this software and associated documentation files (the "Software"), to deal | |
| // in the Software without restriction, including without limitation the rights | |
| // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
| // copies of the Software, and to permit persons to whom the Software is | |
| // furnished to do so, subject to the following conditions: | |
| // | |
| // The above copyright notice and this permission notice shall be included in |
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| Windows Registry Editor Version 5.00 | |
| [HKEY_CLASSES_ROOT\Directory\shell\smerge] | |
| ; %PROGRAMFILES%\Sublime Merge\sublime_merge.exe | |
| "Icon"=hex(2):25,00,50,00,52,00,4f,00,47,00,52,00,41,00,4d,00,46,00,49,00,4c,\ | |
| 00,45,00,53,00,25,00,5c,00,53,00,75,00,62,00,6c,00,69,00,6d,00,65,00,20,00,\ | |
| 4d,00,65,00,72,00,67,00,65,00,5c,00,73,00,75,00,62,00,6c,00,69,00,6d,00,65,\ | |
| 00,5f,00,6d,00,65,00,72,00,67,00,65,00,2e,00,65,00,78,00,65,00,00,00 | |
| @="Open with Sublime Merge" |
From time to time I receive questions on the depth aware upsampling mentioned in the INSIDE-rendering presentation: https://loopit.dk/rendering_inside.pdf#page=39
The goal of this technique is to take the texture-output from a half-resolution pass, containing the results of sampling volumetric fog - and scale it up to full resolution. This presents two challenges:
- Making sure samples from the low-resolution buffer, do not spill on top of foreground objects in the high-resolution buffer
- Making sure the samples in the volumetric fog can be properly accumulated by TAA after upsampling
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| // cl /I celt /I silk /I silk/float /I include /c opus.c | |
| // lib opus.obj | |
| #define OPUS_CPU_X64 | |
| #define USE_ALLOCA | |
| #define OPUS_BUILD | |
| #include "celt/bands.c" | |
| #include "celt/celt.c" | |
| #include "celt/celt_encoder.c" |
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