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TIGSource ForumsDeveloperArt (Moderator: JWK5)game art tricks
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JobLeonard
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« Reply #420 on: July 14, 2018, 03:28:41 AM »

http://yzergame.com/doomGlare.html
Doom glare implementation

I love low-tech hacks like this
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gimymblert
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« Reply #421 on: July 20, 2018, 11:57:12 AM »




Unite Berlin 2018 - Shadowgun Legends: Packing Triple A Graphics Into a Mobile Package

1. Shadow without shadowmap
2. volumetric light without volumetric
3. gpu particles on opengl 2.0 on low phone
4. reflection for cheap




Unite Berlin 2018 - Attaining Post Processing Effects on Mid Range Smartphones





https://www.youtube.com/watch?v=7UNKDBqUP00
What in the World is a BSDF? - CGC Weekly #16
« Last Edit: July 20, 2018, 12:10:14 PM by gimymblert » Logged

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« Reply #422 on: July 20, 2018, 08:42:55 PM »




Unite Europe 2017 - The AAA graphics of Spellsouls: achieving 60FPS on mobile




Stoyan Dimitrov: How Space Ape uses Uber Shaders in Unity for Mobile Games

Interesting atmospheric shader simplification
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« Reply #423 on: July 21, 2018, 03:40:17 AM »




Enhancing your Unity Mobile Games - Unite Europe 2015

Cube map shadow






Unite Europe 2017 - The Real-time VFX of Spellsouls
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« Reply #424 on: July 22, 2018, 10:35:53 AM »

https://github.com/xraxra/IMP
a billboard imposter baker for Unity
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« Reply #425 on: July 23, 2018, 10:36:05 AM »

http://shaderbits.com/blog/octahedral-impostors/
Octahedral Impostors

http://shaderbits.com/blog/various-distance-field-generation-techniques
Various Distance Field Generation Techniques

https://www.unrealengine.com/en-US/blog/getting-the-most-out-of-noise-in-ue4
Getting the Most Out of Noise in UE4

https://shaderfun.com
https://shaderfun.com/2018/03/23/signed-distance-fields-part-1-unsigned-distance-fields/
Signed Distance Fields

http://www.klemenlozar.com/frame-blending-with-motion-vectors/
Frame Blending with Motion Vectors
« Last Edit: July 23, 2018, 09:27:51 PM by gimymblert » Logged

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« Reply #426 on: July 24, 2018, 08:33:19 PM »

I was looking for a way to pack more data in texture, in case I don't need the full 256 range of one color channel, (notably bitfield, to store a time of day shadow history, per pixel for opengl 2.0) I figure out this:

Packing more integer data in a single integer number:
nombre = data1 * base1 + ... + datan * basen

Decoding the data packed:
nombre = input

datan = nombre % base
reste = nombre / base

datan-1 = reste % base
reste = reste / base

...

data1 = reste % base
reste = reste/base

With base being the integer range of value packed per data. Base = 256, mean you will retrieve data that range from 0 to 255, base 2 will be 0 to 1.

It's simple, for example consider a simple exemple where you want to store 3 data in a single channel, you can divide by 10 and get the reminder for the data, since color are limited to 256 values, you will have 3 data, 2 inside the 10 range (0 to 9) per pixel, and one 1 with 3 values (0,1 and 2) due to cap of 256, that's the easy way. Basically the size of the base give you the size of the range of the data value. Base 256 being the original texture color "base format" in the form of rgba, which give you 4 data per pixel.

Now if you want equal division for all data, using:
- base 16 give you 2 data (4bits) -> 8 data of 16 possible values per pixel in a texture
- base 4 give you 4 data (2bits) -> 16 data of 4 possible values per pixel in a texture
- base 2 give you 8 data (bitfield) -> 32 data of 2 possible values per pixel in a texture

If you use these data as grayscale, you can use gradient to recompose the color as if it is indexed colors.

However It might only works with point filtering, not with bilinear/anisotropic filtering, and maybe mipmap will fail, unless you have to define your own mipmap values to keep compatibility. To test.

Also there is some quirk to solve while converting the integer to shader, as shader mostly operate with float, and there is some ROUNDING ERROR issues to take care of. see here: https://gamedev.stackexchange.com/questions/22864/enconding-decoding-bit-value-in-texture-alpha-channel
« Last Edit: July 24, 2018, 08:53:25 PM by gimymblert » Logged

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« Reply #427 on: July 24, 2018, 08:42:34 PM »

https://courses.cs.washington.edu/courses/cse558/11wi/lectures/08-GPU-architecture-II_BPS-2011.pdf
GPU architecture II:Scheduling the graphics pipeline

https://www.gamasutra.com/blogs/RubenTorresBonet/20180419/316713/Unity_SRP_Overview_Scriptable_Render_Pipeline.php
Unity SRP Overview: Scriptable Render Pipeline

https://simonschreibt.de/gat/renderhell/
Render Hell 2.0

http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/
Tutorial 16 : Shadow mapping
« Last Edit: July 25, 2018, 06:10:14 PM by gimymblert » Logged

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« Reply #428 on: July 25, 2018, 09:27:50 PM »




Unite 2015 - Creating the Galaxy with Unity 5: Disruptor Beam on Star Trek Timelines




GDC Booth Presentation: Epic Games - optimizing AAA games for mobile platforms

https://www.youtube.com/watch?v=c2gU8a2_Bik
Niklas Smedberg - Next Generation Mobile GPUs and Rendering Techniques - Technology - GCE2014
https://www.gdcvault.com/play/1020756/Next-Generation-AAA-Mobile
Next-Generation AAA Mobile Rendering

« Last Edit: July 26, 2018, 09:33:34 AM by gimymblert » Logged

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« Reply #429 on: July 26, 2018, 11:21:36 AM »

Shadowgun's mobile optimization
https://blogs.unity3d.com/wp-content/uploads/2011/09/Shadowgun_Unite2011.pdf
https://blogs.unity3d.com/2011/06/08/advanced-shading-and-lighting-for-mobile/
https://blogs.unity3d.com/2012/03/23/shadowgun-optimizing-for-mobile-sample-level/
https://blogs.unity3d.com/wp-content/uploads/2011/08/FastMobileShaders_siggraph2011.pdf
similar
https://blogs.unity3d.com/2013/01/15/bladeslinger-pushing-the-boundaries-part-i/
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« Reply #430 on: July 27, 2018, 12:16:26 AM »

http://miciwan.com/SIGGRAPH2013/Lighting%20Technology%20of%20The%20Last%20Of%20Us.pdf
 “Lighting technology of The Last of Us, old lightmaps – new tricks”

https://kosmonautblog.wordpress.com/2017/05/01/signed-distance-field-rendering-journey-pt-1/
SIGNED DISTANCE FIELD RENDERING JOURNEY PT.1
http://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/
Ray Marching and Signed Distance Functions
http://www.iquilezles.org/www/articles/rmshadows/rmshadows.htm
free penumbra shadows for raymarching distance fields
https://github.com/chenjd/Unity-Signed-Distance-Field-Shadow
Signed Distance Field Shadow in Unity


http://advances.realtimerendering.com/s2015/DynamicOcclusionWithSignedDistanceFields.pdf
Dynamic Occlusion with Signed Distance Fields

https://steamcdn-a.akamaihd.net/apps/valve/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf
Improved Alpha-Tested Magnification for Vector Textures and Special Effects


static sky mobile rendering:
https://www.youtube.com/watch?v=vwjNc9FS_WI?
http://framebunker.com/blog/tears-in-the-rain/
http://framebunker.com/blog/camera-control/
http://framebunker.com/blog/static-sky-unite-presentation/
http://framebunker.com/blog/bake-time/
http://framebunker.com/blog/lighting-2-attenuation/
http://framebunker.com/blog/lighting1-hybridlights/
http://framebunker.com/blog/rendering-static-sky/
http://framebunker.com/blog/anatomy-of-a-frame/
http://framebunker.com/blog/a-few-useful-shortcuts/

https://aras-p.info/texts/files/FastMobileShaders_siggraph2011.pdf
Fast mobile shaders or rather Mobile! Fast!

Mobile Developer Checklist
https://docs.unity3d.com/Manual/MobileOptimisation.html
https://docs.unity3d.com/Manual/MobileOptimizationPracticalGuide.html
https://docs.unity3d.com/Manual/MobileOptimizationGraphicsMethods.html
https://docs.unity3d.com/Manual/MobileOptimizationScriptingMethods.html
https://docs.unity3d.com/Manual/MobileOptimizationPracticalRenderingOptimizations.html
https://docs.unity3d.com/Manual/MobileOptimizationPracticalScriptingOptimizations.html

Unity unite's video talk
https://www.youtube.com/watch?v=vwjNc9FS_WI?
Unite 2016 - Rendering a Large Number of Animated Characters Using the GPU

https://www.youtube.com/watch?v=RoqDqHdBI2Y?
Unite Europe 2016 - Art of the Porcupine - Vertex colors and painting in the third dimension

https://www.youtube.com/watch?v=YxrF4R_p4GM?
Unite Europe 2016 - Jedi Tricks for Visual Quality on Mobile

https://www.youtube.com/watch?v=G0IdA_CHCUs?
Unite 2015 - How we optimized our mobile game - Project Monsters

https://www.youtube.com/watch?v=VClJwYF3xoU?
Unite Europe 2016 - Making Textures with Shaders, Creating Babel from game jam to VIVE game

https://www.youtube.com/watch?v=KYYdvtf2DhQ?
Unite 2016 - High Art-Low Cost: Mobile & VR Tips and Tricks

https://www.youtube.com/watch?v=Die3x1CIfng?
Unite 2013 - Console to Mobile: Bringing AAA to Mobile

https://www.youtube.com/watch?v=4lAam8Marns?
Mobile optimisation techniques - Unite Europe 2015
https://github.com/Nordeus/Unite2015

https://www.youtube.com/watch?v=j4YAY36xjwE?
Unite Europe 2016 - Optimizing Mobile Applications
https://www.youtube.com/watch?v=n-oZa4Fb12U?
Unite 2016 - Let's Talk (Content) Optimization

https://community.arm.com/graphics/b/blog/posts/optimizing-unity-games-for-mobile-platforms
Optimizing Unity Games for Mobile Platforms



https://www.opengl.org/discussion_boards/showthread.php/182182-Shader-Program-size-limit
 Shader Program size limit


« Last Edit: July 27, 2018, 12:39:52 AM by gimymblert » Logged

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« Reply #431 on: July 27, 2018, 11:25:03 AM »

A break down of some techniques used in Sausage Sports Club: https://medium.com/@chriswade__/how-the-sausage-was-made-arting-sausage-sports-club-f026c5d3d26b
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« Reply #432 on: July 28, 2018, 12:45:45 AM »

https://docs.unity3d.com/Manual/BestPracticeMakingBelievableVisuals.html
Making believable visuals in Unity
https://docs.unity3d.com/Manual/BestPracticeMakingBelievableVisuals1.html
https://docs.unity3d.com/Manual/BestPracticeMakingBelievableVisuals2.html
https://docs.unity3d.com/Manual/BestPracticeMakingBelievableVisuals3.html
https://docs.unity3d.com/Manual/BestPracticeMakingBelievableVisuals4.html
https://docs.unity3d.com/Manual/BestPracticeMakingBelievableVisuals5.html
https://docs.unity3d.com/Manual/BestPracticeMakingBelievableVisuals6.html
https://docs.unity3d.com/Manual/BestPracticeMakingBelievableVisuals7.html
https://docs.unity3d.com/Manual/BestPracticeMakingBelievableVisuals8.html
https://docs.unity3d.com/Manual/BestPracticeMakingBelievableVisuals9.html

https://docs.unity3d.com/Manual/ExpertGuides.html
Expert guides
https://docs.unity3d.com/uploads/ExpertGuides/Particle_System_Modules.pdf
PARTICLE SYSTEM MODULES
https://docs.unity3d.com/uploads/ExpertGuides/Realtime_GI_on_desktops_and_consoles.pdf
AWESOME REALTIME GI ON DESKTOPS AND CONSOLES
https://docs.unity3d.com/uploads/ExpertGuides/Monitor_Calibration_Tutorial.pdf
Monitor calibration tutorial
https://docs.unity3d.com/uploads/ExpertGuides/Using_Enlighten_with_Unity.pdf
Using Enlighten with Unity
https://docs.unity3d.com/uploads/ExpertGuides/High_Dynamic_Range_Imaging_HDRI.pdf
High Dynamic Range Imaging (HDRI)
https://docs.google.com/document/d/1bULvVgAA3MGePuRlB3-_KFWp9Oc2o3Drv1OwT6dkL0w/preview
Unity Photogrammetry Workflow
https://github.com/Unity-Technologies/DeLightingTool/blob/master/Assets/DeLightingTool/Documentation/De-LightingTool.pdf
De-Lighting​ ​in​ ​Unity
https://docs.unity3d.com/uploads/ExpertGuides/Dark_Dielectric_Materials.pdf
Materials authoring guidelines 1 : dark dielectric materials



unity talk video (non mobile specific)




Unite Berlin 2018 - Revamping assets: Making the best use of the Asset Store




Unite 2014 - Dungeon of the Endless Rendering and Procedural Content

https://www.youtube.com/watch?v=bCx1W4DiMEs?
Unite Europe 2016 - The Art of Being More Technical

https://www.youtube.com/watch?v=eL_qcOAbt7w?
Unite Europe 2017 - Step-by-step: Age of Magic's character creation pipeline

https://www.youtube.com/watch?v=_5oPJsztpuw?
Unite 2015 - Fallen Utopia - Bringing the World of PAMELA to Life with Unity 5

https://www.youtube.com/watch?v=TjXHY4OhqlA?
Unite 2012 - Click and Gun: Lighting Workflow (cool compression trick with noise)

https://www.youtube.com/watch?v=c6sLiFIFd8o?
Unite Austin 2017 - Advanced Rendering in Unity: Dynamic Resolution & HDR

https://www.youtube.com/watch?v=emaRftLcP9s
Unite Europe 2017 - How to be a resourceful Unity developer

https://www.youtube.com/watch?v=DWY9jN9_TTI?
Unite 2016 - The Quest to do Nothing: Automating Tools Development

https://www.youtube.com/watch?v=budGs1_Y2ek?
Unite Berlin 2018 - Garbage Free UI: A Spotlight Team Case Study

https://www.youtube.com/watch?v=mQ2KTRn4BMI?
Unite 2016 - Tools, Tricks and Technologies for Reaching Stutter Free 60 FPS in INSIDE

https://www.youtube.com/watch?v=kTSOZfyX9u4?
Unite 2014 - Empowering Artists Designers and Non-Technical Types to Make Games in Unity



https://www.youtube.com/watch?v=kTSOZfyX9u4?
Unite 2014 - Empowering Artists Designers and Non-Technical Types to Make Games in Unity



https://hub.jmonkeyengine.org/t/bvh-accelerated-shading/31727
BVH Accelerated Shading
https://worldoffries.wordpress.com/2015/02/19/simple-alternative-to-clustered-shading-for-thousands-of-lights/

https://answers.unity.com/questions/162901/how-to-get-rendertexture-non-square.html
Non square pixel rendering (basically tweak the matrix projection)

https://forum.unity.com/threads/rendertextures-merging-issues-for-custom-checkerboard-rendering-shader.456890/
Checkerboard rendering on unity (near fail but shader code given)
« Last Edit: July 28, 2018, 05:21:19 PM by gimymblert » Logged

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« Reply #433 on: July 28, 2018, 05:20:20 PM »

https://www.alanzucconi.com/2018/07/28/shader-showcase-saturday-3/
Shader Showcase Saturday #3 Interactive Grass

https://www.alanzucconi.com/2018/07/21/shader-showcase-saturday-2/
Shader Showcase Saturday #2 Waterfalls
http://halisavakis.com/my-take-on-shaders-unlit-waterfall-part-1/
My take on shaders: Unlit waterfall

https://www.alanzucconi.com/2018/07/14/shader-showcase-saturday-1/
Shader Showcase Saturday #1 Volumetric Crystals


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« Reply #434 on: July 30, 2018, 02:15:10 AM »

https://www.dfworkshop.net/improved-terrain-tiling/
Improved Terrain Tiling

https://www.dfworkshop.net/generating-normals/
Generating Normals
« Last Edit: August 02, 2018, 10:00:24 PM by gimymblert » Logged

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« Reply #435 on: August 04, 2018, 11:31:37 AM »

http://nihilistdev.blogspot.com/2012/08/voxelization-in-unity.html
Voxelization in Unity

http://www.be-rad.com/2013/03/24/voxelizing-a-mesh-in-unity/
Voxelizing A Mesh In Unity

https://www.gamasutra.com/blogs/DavidRosen/20091202/86030/Triangle_Mesh_Voxelization.php
Triangle Mesh Voxelization

https://developer.nvidia.com/content/basics-gpu-voxelization
The Basics of GPU Voxelization

https://hal.archives-ouvertes.fr/hal-01385184/document
A fast voxelization algorithm for trilinearly interpolated isosurfaces

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« Reply #436 on: August 14, 2018, 06:58:24 PM »

https://www.gamedev.net/blogs/entry/2265286-imperfect-environment-maps/
Imperfect Environment Maps

https://briansharpe.wordpress.com/2011/10/01/gpu-texture-free-noise/
GPU Texture-Free Noise

https://minifloppy.it/tutorials/udk-wind-vertex-shader/
UDK Wind Vertex Shader


« Last Edit: August 14, 2018, 07:17:43 PM by gimymblert » Logged

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« Reply #437 on: August 15, 2018, 08:27:23 AM »

https://en.wikibooks.org/wiki/Cg_Programming/Unity
Cg Programming/Unity

https://en.wikibooks.org/wiki/Cg_Programming
Cg Programming
An Introduction to Real-Time 3D Graphics
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« Reply #438 on: August 15, 2018, 12:24:06 PM »

https://www.vertexshaderart.com/
vertexshaderart
https://www.youtube.com/channel/UC6IqL5vkMJpqBG_bFDjsaxw/videos
Vertexshaderart.com Lesson
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« Reply #439 on: August 16, 2018, 07:11:13 AM »

EDIT: NOT MY WORK! I just came across the TL;DR article, and looked up the rest because I thought it was amazing and solves a very real problem in procedural generation (as I'm sure you'll agree).

Take a example stochastic texture (that is, without strong patterns), generate an infinite large texture. Never worry about visible tiling again! Woohoo!


Great summary blog by another game dev:

TL;DR of the paper 'High-Performance Procedural Noise using a Histogram-Preserving Blending Operator'
https://rivten.github.io/2018/07/07/tldr-noise-histogram.html


The slighely dense original paper of the original authors + extra material
Quote
We propose a new by-example noise algorithm that takes as input a small example of a stochastic texture and synthesizes an infinite output with the same appearance. It works on any kind of random-phase inputs as well as on many non-random-phase inputs that are stochastic and non-periodic, typically natural textures such as moss, granite, sand, bark, etc. Our algorithm achieves high-quality results comparable to state-of-the-art procedural-noise techniques but is more than 20 times faster.

blog: https://eheitzresearch.wordpress.com/722-2/
demo video: https://drive.google.com/file/d/1YS8RHNcYff7ReroiBbeXHZ79L0_KrSK6/view
slides: https://www.highperformancegraphics.org/wp-content/uploads/2018/Papers-Session3/HPG2018_ByExampleNoise.pdf
paper: https://hal.inria.fr/hal-01824773/document
supplemental material: https://hal.inria.fr/hal-01824773/file/HPN2018_supplemental.pdf (basically, example results in HD, including failures)
« Last Edit: August 19, 2018, 05:19:27 AM by JobLeonard » Logged
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