- 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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// | |
// C++ implementaion of "A simple method to construct isotropic quasirandom blue | |
// noise point sequences" | |
// | |
// http://extremelearning.com.au/a-simple-method-to-construct-isotropic-quasirandom-blue-noise-point-sequences/ | |
// | |
// Assume 0 <= x | |
static double myfmod(double x) { return x - std::floor(x); } |
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auto world = GetWorld(); | |
if(world == nullptr) | |
return; | |
auto viewLocations = world->ViewLocationsRenderedLastFrame; | |
if(viewLocations.Num() == 0) | |
return; | |
FVector camLocation = viewLocations[0]; |
For particularly necessary to-do reminders, the JM_TODO
macro below will print to the build console (and on the warning/error list) as a trivial warning -- so it won't interfere with builds that treat warnings as errrors. Then you can just double-click it and jump to that spot.
#define JM_PRAGMA_STRING2(x) #x
#define JM_PRAGMA_STRING(x) JM_PRAGMA_STRING2(x)
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// Comments are left by me, not from the code. | |
// Because why not have a default set or make the method abstract or, really, anything but this. Luckily no one would ever | |
// think to use ::GetMaxSpeed as a divisor or anything. | |
inline float UMovementComponent::GetMaxSpeed() const | |
{ | |
return 0.f; | |
} | |
// FUN FACT: UMovementComponent defines a plethora of methods for managing the maximum speed of a component. It does not, |
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// NOTE: This does not result in the accessors being available for blueprint-use as they're not UFUNCTIONs. | |
UCLASS( ) | |
class URawr : public UObject | |
{ | |
GENERATED_CLASS( ) | |
protected: | |
float RawrValue; | |
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// Generally, developers in UE4 tend towards the following convention for enumerations: | |
UENUM( BlueprintType ) | |
enum class ENoiseGeneratorCellularType : uint8 | |
{ | |
NGCT_Natural UMETA( DisplayName = "Natural" ), | |
NGCT_Euclidean UMETA( DisplayName = "Euclidean" ), | |
NGCT_Manhattan UMETA( DisplayName = "Manhattan" ), | |
NGCT_Max UMETA( Hidden ) | |
}; |
#Quixel Megascans Scripting Reference ###Updated: Aug 19th, 2016
The Megascans Bridge allows the user to send assets from the Bridge to external applications. The Bridge currently supports the following tools:
- 3DS Max
- Marmoset Toolbag 2
- Unity 3d
- Unreal Engine 4
#Quixel Megascans Bridge API ####Updated: Aug 19th, 2016
We have developed an API to fetch information from the Bridge. The following is an initial list of endpoints any software will be able to retrieve information from.
- Megascans repository path
- Zip folder paths
- Get all assets (folder and json path)
- Get selected assets (folder and json path)
- Search results (folder and json path) against a string
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