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@ikrima
ikrima / UE4 Animation Subsystem Architecture
Last active November 23, 2023 03:18
Mapping Out The UE4 Animation Architecture Flow
Animation Subsystem
AnimInstance is the runtime animation class that maintains runtime data & plays shit
- This is the parent class of the animation blueprint
- Get Bone Transforms from a specific time t:
○ Sequence->GetAnimationPose(Output.Pose, Output.Curve, FAnimExtractContext(CurrentTime, Sequence->bEnableRootMotion));
UAnimationAsset is the classes that contain the actual data and also calculates bones & curves
- UAnimSequence
@ikrima
ikrima / build.cs
Created April 6, 2017 20:17
4.15 UE4 Optimized Build Rules
public BBR(TargetInfo Target)
{
//Config
//BuildConfiguration.RelativeEnginePath = /* ...*/;
//Debug
//---BuildConfiguration.bOmitPCDebugInfoInDevelopment = true /* d=false */;
//BuildConfiguration.bSupportEditAndContinue = false /* d=false */;
//BuildConfiguration.bDisableDebugInfoForGeneratedCode = true /* d=true */;
//BuildConfiguration.bAllowLTCG = false /* d=false */;
@syoyo
syoyo / gist:831c4b1926aa88c0da9221211723da2d
Created December 17, 2018 13:12
C++ implementaion of "A simple method to construct isotropic quasirandom blue noise point sequences"
//
// 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); }
@h3r2tic
h3r2tic / restir-meets-surfel-lighting-breakdown.md
Created November 23, 2021 02:15
A quick breakdown of lighting in the `restir-meets-surfel` branch of my renderer

A quick breakdown of lighting in the restir-meets-surfel branch of my renderer, where I revive some olde surfel experiments, and generously sprinkle ReSTIR on top.

General remarks

Please note that this is all based on work-in-progress experimental software, and represents a single snapshot in development history. Things will certainly change 😛

Due to how I'm capturing this, there's frame-to-frame variability, e.g. different rays being shot, TAA shimmering slightly. Some of the images come from a dedicated visualization pass, and are anti-aliased, and some show internal buffers which are not anti-aliased.

Final images