网站综合信息 www.gamerendering.com
    • 标题:
    • Game Rendering 
    • 关键字:
    • Game render rendering Game Rendering 3d game 3d computer graphic 
    • 描述:
    • Game Rendering is a site dedicated to the hard challange to render fantastic and beautiful 3D games. 
    • 域名信息
    • 域名年龄:15年9个月  注册日期:2008年09月20日  到期时间:2014年09月20日
      邮箱:abuse  电话:+44.2070159370
      注册商:ASCIO TECHNOLOGIES, INC. 
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    gamerendering.com

    域名年龄: 15年9个月
    注册时间: 2008-09-20
    到期时间: 2014-09-20
    注 册 商: ASCIO TECHNOLOGIES, INC.
    注册邮箱: abuse
    联系电话: +44.2070159370

    获取时间: 2014年04月03日 04:55:39
    Domain Name: GAMERENDERING.COM
    Registrar: ASCIO TECHNOLOGIES, INC.
    Whois Server: whois.ascio.com
    Referral URL: http://www.ascio.com
    Name Server: NS01.ONE.COM
    Name Server: NS02.ONE.COM
    Status: ok
    Updated Date: 2013-09-21
    Creation Date: 2008-09-20
    Expiration Date: 2014-09-20

    >>> Last update of whois database: Wed, 2014-Apr-02 20:59:14 UTC <<<

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    Domain Name: gamerendering.com
    Registry Domain ID:
    Registrar WHOIS Server: whois.ascio.com
    Registrar URL: http://www.ascio.com
    Updated Date: 2013-09-22T00:18:23Z
    Creation Date: 2008-09-20T13:22:34Z
    Registrar Registration Expiration Date: 2014-09-20T00:00:00Z
    Registrar: Ascio Technologies, Inc
    Registrar IANA ID: 106
    Registrar Abuse Contact Email: abuse
    Registrar Abuse Contact Phone: +44.2070159370
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    Domain Status: ACTIVE
    Registry Registrant ID:
    Registrant Name: Robert Larsson
    Registrant Organization:
    Registrant Street: Jagaregatan 8F
    Registrant City: Goteborg
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    Registrant Postal Code: 41701
    Registrant Country: SE
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    Admin Name: Host Master
    Admin Organization: One.com
    Admin Street: Kalvebod Brygge 24
    Admin City: Copenhagen V
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    Admin Postal Code: 1560
    Admin Country: DK
    Admin Phone: +45.46907100
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    Tech Name: Host Master
    Tech Organization: One.com
    Tech Street: Kalvebod Brygge 24
    Tech City: Copenhagen V
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    Tech Postal Code: 1560
    Tech Country: DK
    Tech Phone: +45.46907100
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    Name Server: ns01.one.com
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    >>> Last update of WHOIS database: 2014-04-02T20:59:47 UTC <<<
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    网址:http://www.gamerendering.com/
    标题:Game Rendering
    关键字:Game, render, rendering, Game Rendering, 3d game, 3d, computer graphics, shaders, OpenGL, DirectX, shader, cg, real time
    描述:Game Rendering is a site dedicated to the hard challange to render fantastic and beautiful 3D games. It's a blog mixed with articles, code snippets and links to ...
    主体:
    Game RenderingMenuSkip to contentHomeDeveloper infonznnlmfowyGreat free graphics programming books!Here is a list of good books that all graphics programmer’s should read. They are a little dated now, but FREE!                    Feel free to mention in the comments if you know other free books online.This entry was posted in Books and tagged Books, DirectX, Geometry Shader, GPU, OpenGL, Pixel Shader, Shaders, Vertex Shader on December 10, 2009 by admin.znfwhnpcmmTexture AtlasTexture atlas [1][2] is a technique to group smaller textures into a larger texture. This decreases the number of state switches [3] a renderer needs to do and therefore often increases performance. Texture atlases have been used for a long time in the video game industry for sprite animations. When using texture atlases, the uv-coordinates of the models have to be changed so the original 0..1 map to the textures tile in the atlas. Grouping of textures can be done manually by texture artists or with tools. The texture coordinate system can be changed to map the new texture in a tool, or in the shader at run-time.Image from article [2]There are some limitations with using texture atlases compared to normal textures. First of all, all texture coordinates must initially be within 0..1 range. So for example, no “free” tiling can be used. The other problem is bleeding between tiles in the atlas when doing filtering, for example when using mipmaps.Some additional information from Ivan-Assen Ivanov, author of article [2].” – separate textures hurts not only batching (in facts, it hurts batching less than years ago), but also memory – as there is a certain per-texture overhead. This is especially painful on consoles – on PCs, the overhead is still there, I guess, but the driver hides it from you. The exact numbers are under NDA, of course, but on an old, unreleased project, we saved about 9 MB by atlas-sing a category of textures we didn’t atlas before.- vertex interpolators are expensive! make sure you measure the remapping from 0..1 to the actual UVs in the atlas both in the vertex and in the pixel shader. Sounds counterintuitive, but on modern GPUs and with dense geometry, pixel shader is actually faster.” [1] “Improve Batching Using Texture Atlases” http://http.download.nvidia.com/developer/NVTextureSuite/Atlas_Tools/Texture_Atlas_Whitepaper.pdf[2] “Practical Texture Atlases” (borrowed image from this page)http://www.gamasutra.com/features/20060126/ivanov_01.shtml[3] “Batch, Batch, Batch: What Does It Really Mean?”http://developer.nvidia.com/docs/io/8230/batchbatchbatch.pdfThis entry was posted in Optimizations and tagged batching, mipmaps, Nvidia, Shaders, Texture Atlas, Texturing, tiling on December 8, 2009 by admin.VPOSStarting with DirectX Pixel Shader Model 3.0 there exist an input type called VPOS. It’s the current pixels position on the screen and it’s automatically generated. This can be useful when sampling fro

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