- 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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[gd_resource type="Theme" load_steps=12 format=3 uid="uid://7bvxnk5n5imx"] | |
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_6h42l"] | |
content_margin_left = 10.5 | |
content_margin_top = 8.75 | |
content_margin_right = 10.5 | |
content_margin_bottom = 8.75 | |
bg_color = Color(0.117647, 0.117647, 0.117647, 1) | |
draw_center = false | |
border_color = Color(1, 1, 1, 0.137255) |
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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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Shader "Name" { | |
Properties { | |
_Name ("display name", Range (min, max)) = number | |
_Name ("display name", Float) = number | |
_Name ("display name", Int) = number | |
_Name ("display name", Color) = (number,number,number,number) | |
_Name ("display name", Vector) = (number,number,number,number) |
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// c# companion script | |
// SpriteUVToShader.cs -------------------------------------------------------------------------------------------------------------------------------- // | |
// Save you your project, add to your SpriteRenderer gameObject | |
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
[ExecuteInEditMode] |
- A fast, simple method to render sky color using gradients maps [[Abad06]]
- A Framework for the Experimental Comparison of Solar and Skydome Illumination [[Kider14]]
- A Method for Modeling Clouds based on Atmospheric Fluid Dynamics [[Miyazaki01]]
- A Physically-Based Night Sky Model [[Jensen01]]
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# Timecode burn with ffmpeg | |
# ffmpeg must be configured with --enable-libfreetype | |
# box=1 - tells ffmpeg to draw a box around the text | |
# boxcolor - format is 0xRRGGBB[AA] | |
ffmpeg -i video.mov -vcodec libx264 -cmp 22 -vf "drawtext=fontfile=DroidSansMono.ttf: timecode='09\:57\:00\:00': r=23.976: x=(w-tw)/2: y=h-(2*lh): fontcolor=white: box=1: boxcolor=0x00000099" -y output.mov |