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A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
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S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
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[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
FFMPEG filters provide a powerful way to programmatically enhance or alter videos, and it’s fairly simple to add a watermark to a video using the overlay filter. The easiest way to install ffmpeg is to download a pre-built binary for your specific platform. Then you don’t have to worry about including and installing all the right dependencies and codecs you will be using.
Once you have ffmpeg installed, adding a watermark is as easy as passing your existing source through an overlay filter like so:
ffmpeg -i test.mp4 -i watermark.png -filter_complex "overlay=10:10" test1.mp4
Basically, we’re passing in the original video, and an overlay image as inputs, then passing it through the filter, and saving the output as test1.mp4.
- 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
The core of most real-time fluid simulators, like the one in EmberGen, are based on the "Stable Fluids" algorithm by Jos Stam, which to my knowledge was first presented at SIGGRAPH '99. This is a post about one part of this algorithm that's often underestimated: Projection
MG4_F32.mp4
The Stable Fluids algorithm solves a subset of the famous "Navier Stokes equations", which describe how fluids interact and move. In particular, it typically solves what's called the "incompressible Euler equations", where viscous forces are often ignored.
For users who prefer working with a command line or need to access advanced encoding settings for Hap the popular FFmpeg library can be used to work with Hap movies.
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If this is your first time using FFmpeg you may need to install it on your system, or compile it from source. In either case be sure that Snappy is enabled as part of the binary. If you already have FFmpeg on your system with Snappy enabled, you can skip this step.
You can check that your version of FFmpeg can encode Hap using
ffmpeg -encoders | grep hap
Memory Optimization (Christer Ericson, GDC 2003)
http://realtimecollisiondetection.net/pubs/GDC03_Ericson_Memory_Optimization.ppt
Cache coherency primer (Fabian Giesen)
https://fgiesen.wordpress.com/2014/07/07/cache-coherency/
Code Clinic 2015: How to Write Code the Compiler Can Actually Optimize (Mike Acton)
http://gdcvault.com/play/1021866/Code-Clinic-2015-How-to
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Git | Perforce Command Line | P4V | Notes |
---|---|---|---|
git pull | p4 sync | get latest revision | |
n/a | p4 update | ? | Get latest revision without overwriting files that have been changed. |
git checkout | p4 edit | checkout | You plan to change a file from the version control system |
git commit | p4 submit | submit | |
git push | n/a | n/a | No perforce equivalent. There is no concept of a pure local submit in Perforce. |
There are a handful of different specializations under the ‘Tech Art’ umbrella, the first step would be to identify what area interests them. Below are different specializations and what skills I would expect for each discipline. | |
Technical Animator (TD at IG) | |
This role is for an individual interested in empowering Animators. Physics, jiggle, muscle deformation and cloth simulation are particular areas that would be explored in this role. A portfolio would show the following: | |
• Understanding of Rigging | |
• Understanding of OpenMaya/PyMEL/MEL/Python | |
• Understanding of Mocap Pipelines | |
Technical Artist (Rendering) |
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