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Basic Knowledge When we photograph, the light from some strong light source sometimes has some reflection and scattering when passing through the lens group produced by many lenses, and the light that is not aligned with the other incident light produces a halo.   (The bright light in the upper right corner makes the image

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Basic Knowledge At SIGGRAPH 2015, the ARM team shared a “Bandwidth-Efficient Rendering”. In this sharing, we analyzed the Blur algorithm we mentioned earlier, and proposed a new Blur algorithm: Dual Blur.   There are PDFs and Notes in the attachment at the end of the article: siggraph2015-mmg-marius-notes.pdf siggraph2015-mmg-marius-slides.pdf   Dual Blur (Dual Filter Blur) is

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AI Plug-in Recommendation Black screen issue of VideoPlayer playing video on Android GetPropertyBlock problem RectMask2D problem AI Q: Our new project has some AI to be implemented, and we want to use some plugins to implement it. I wonder if you have any AI plugin recommendations? As far as I know, there are Behavior Designer,

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Comments Off on Abnormally High Memory Usage of the Font Texture

1) The memory value of Font Texture is abnormally high 2) UWA reports Overdraw statistics and data interpretation questions 3) Under the URP Android platform, the highlights have mosaics 4) UGUI is interrupted due to Different Material Instance 5) Compression doubts of SplatAlpha in Unity terrain TerrainData Font Q: We find a Font Texture with

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1) Doubts about checking sRGB for textures 2) Turning on lighting leads to an increase in the number of patches 3) Doubts for UGUI’s Image modifies material properties 4) How the UniWebView interface is displayed after the Unity interface 5) The Internal_CreatePlayable of Timeline has a high overhead Rendering Q: I found a question and

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In the game engine rendering pipeline, we usually set the value range of R, G, B channel color information between (or ). Among them, 0 represents no brightness, and 1 represents the maximum brightness that the display can display. Although this representation is straightforward and easy to understand, it does not reflect real-world light

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Currently, there are a lot of light sources used to illuminate objects in game engines. Among them, the more commonly used are parallel directional light, point light source, spotlight and volume light, etc., but they are all approximations to real light sources and cannot simulate complex lighting situations in the real world well. In order to increase

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In the previous article, we introduced a dynamic global illumination algorithm base on spherical harmonic basis functions (Spherical Hamonies, SH for short). Its idea is to regard the complex transmission process of light between objects as a transfer function, which is calculated in advance and approximated by the SH basis function. At the same time, in the real-time

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1) BRDF calculation formula problem in URP 2) The problem of the Job System occupying the time of the main thread 3) Locate the TempBuffer problem in Profiler 4) Unity 2019 GL line-drawing problem for cameras using HDRP 5) The camera image obtained by Unity WebCamTexture is rotated Shader Q: Recently I found a problem

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Before introducing the main content of this article, PRT, we first introduce a step IBL that is common in-game engine rendering pipelines. Disney mentioned in the PBR course published at the 2012 Siggraph conference that they added IBL (Image Based Lighting) to the PBR rendering pipeline to make the rendering results more realistic. At present, IBL has

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