- 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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using System; | |
using System.Diagnostics; | |
using System.Globalization; | |
using System.Numerics; | |
using System.Runtime.InteropServices; | |
using System.Text; | |
[DebuggerDisplay("{" + nameof(DDisplay) + "}")] | |
[Serializable] | |
public struct BigRational : IComparable, IComparable<BigRational>, IEquatable<BigRational> | |
{ |
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using System.Linq; | |
using System.Collections.Generic; | |
using System.IO; | |
using UnityEngine; | |
using UnityEditor; | |
namespace Esperecyan.Unity.FBXMeshFileSizeReducer | |
{ | |
/// <summary> | |
/// Unity 2018.3以降でFBXのメッシュが肥大化する問題を抑制します。 |
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public static class Lz77 | |
{ | |
private const int RingBufferSize = 4096; | |
private const int UpperMatchLength = 18; | |
private const int LowerMatchLength = 2; | |
private const int None = RingBufferSize; | |
private static readonly int[] Parent = new int[RingBufferSize + 1]; | |
private static readonly int[] LeftChild = new int[RingBufferSize + 1]; | |
private static readonly int[] RightChild = new int[RingBufferSize + 257]; | |
private static readonly ushort[] Buffer = new ushort[RingBufferSize + UpperMatchLength - 1]; |
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// yMap is the Y texture, uvMap is the CrCb texture | |
vec4 capturedImageTextureY = texture2D(yMap, uv); | |
vec4 capturedImageTextureCbCr = texture2D(uvMap, uv); | |
mat4 transform = mat4( | |
1.0000, 1.0000, 1.0000, 0.0000, | |
0.0000, -0.3441, 1.7720, 0.0000, | |
1.4020, -0.7141, 0.0000, 0.0000, | |
-0.7010, 0.5291, -0.8860, 1.0000 | |
); |
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using System; | |
using System.Collections.Generic; | |
using System.Diagnostics; | |
using System.IO; | |
using System.Linq; | |
using System.Windows.Forms; | |
namespace wcclitedumper | |
{ | |
class Program |
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/// | |
/// Draw lines at runtime | |
/// by Nothke | |
/// unlicensed, aka do whatever you want with it | |
/// made during Stugan 2016 :) | |
/// ..(it's midnight, and Robbie clicks A LOT, LOUDLY!) | |
/// | |
/// Important: | |
/// - Should be called in OnPostRender() (after everything else has been drawn) | |
/// therefore the script that calls it must be attached to the camera |
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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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