3D Graphics for Dummies3D Graphics for Dummies Significant content “borrowed” from Dan Chang @ Nintendo NTD “with permission” Chris Ryan CppCon 2021 github.com/ChrisR98008/CppCon20213 3D Graphics for Dummies4 3D Graphics Dummies5 3D Graphics for Dummies6 3D Graphics for Dummies7 3D Graphics for Dummies8 3D Graphics for Dummies9 3D Graphics for Dummies10 3D Graphics for Dummies11 3D Graphics for Dummies12 3D Graphics Graphics for Dummies13 3D Graphics for Dummies14 3D Graphics for Dummies15 3D Graphics for Dummies Winding / Right Hand Rule Fingers curled in the order of the points, thumb points up Counter clockwise0 码力 | 79 页 | 4.61 MB | 6 月前3
Limitations and Problems in std::function and SimilarIllustrator Adobe InDesign Adobe Aero Adobe Stock Adobe Capture Adobe Fonts Adobe XD Adobe Substance 3D Adobe Fresco Adobe Photoshop Adobe Creative Cloud Adobe Photoshop Adobe Illustrator Adobe with non-const references (both platforms) No Boiler plate code No MovebleWrapper or unique_ptr creation exposed to user© 2024 Adobe. All Rights Reserved. Adobe Confidential. std::packaged_task ▪ I was0 码力 | 62 页 | 3.57 MB | 6 月前3
Reflection Is Not ContemplationExpansion of existing introspection objects deemed acceptable •Consequence: • Severely limited: can’t do 3D with 2D abilities • No consensus on “how much” generation is just enough •No clarity on necessary primitivesWhere prototype implementation •Escapes inside a token sequence: • \( expr ) evaluates expr eagerly during creation of the token sequence • \id( e1, e2, ... ) concatenates strings and integrals, creates an identifier0 码力 | 45 页 | 2.45 MB | 6 月前3
CppCon 2021: Persistent Data StructuresNodeA NodeB NodeC NodeD 1 Links are not persisted on assignment New links are persisted on creation 2 All links must be persisted before access Persist Persist Persist A Persistent Hash Map com/content/www/us/en/architecture- and-technology/optane-dc-persistent-memory.html, Accessed: 10-6-2021. [3] 3d nand stacking memory cells, https://www.atpinc.com/blog/3d- nand-ssd-sd-flash-memory-storage-what-is0 码力 | 56 页 | 1.90 MB | 6 月前3
《深入浅出MFC》2/e这样子应该是可以打个基础了。 CCA.bbs@cis.nctu.edu.tw:函数名称可以查help,重要的是C++ 的观念。另外就是要了 解MFC 里的Document/View/Frame,以及Dynamic Creation, Message mapping 等等。 深入浅出MFC 第二版对这些部份都有很深入的探讨,把MFC 里的一些机制直接trace code 加以说明。 xv News / BBS 论坛(CompBook )的实 作方式,亦尝试剖析其中与Windows 程序设计模型(注2)息息相关之特殊性质(注3)的 实作方式。 注1:此指runtime type information、dynamic creation、persistence、document/view¡ K。 注2:此指message based、event driven 之programming model。 注3:此指message 第四篇以微软公司附于Visual C++ 光盘片上的一个范例程序Scribble 为主轴,一步一步加 上新的功能。并在其间深入介绍Runtime Type Information(RTTI)、Dynamic Creation、 Persistence(Serialization)、Message Mapping、Command Routing 等核心技术。这些技术正 是其它书籍最缺乏的部份。此篇之最后数章则脱离Scribble0 码力 | 1009 页 | 11.08 MB | 1 年前3
Improving Our Safety With a Quantities and Units LibraryEmbedded industries • Manufacturing • Maritime industry • Freight transport • Military • Astronomy • 3D design • Robotics • Audio • Medical devices • National laboratories • Scientific institutions rule them all • Much terser systems definitions • Pure dimensionless analysis • Robust quantity creation helpers • Support for all ISQ quantities • Faster than lightspeed constants • Powerful text formatting0 码力 | 207 页 | 6.93 MB | 6 月前3
Techniques to Optimise Multi-threaded Data Building During Game Developmentbuilding? • Differences from Game Code • Assumptions and Concepts 2. Techniques • Keep Threads Busy • 3D Caching • Optimise Sorting • Avoid Blocking Threads 3. Questions 2Three sections Background What Speaker notesCACHING STATIC WORLD DATA • Problems: ▪ Need to cache static world data for access using 3D coords ▪ Prevent tasks from duplicating IO and processing work • Usually use traditional spatial data from duplicating work - and code ▶ Traditionally use one of tree structures - recursively subdivide 3d space • K-D tree partitions by axially aligned plane • Octree into 8 octants surrounding centre point0 码力 | 99 页 | 2.40 MB | 6 月前3
Making Games Start Fast: A Story About Concurrencygame rules & databases 14Start Enumeration Read Localization Load Audio Load 2D Assets Load 3D Assets Load Game Databases CPU: 5.6s Wait: 1.2s CPU: 8.2s Wait: 1.4s CPU: 7.3s Wait: 0.8s (Old) Startup Profile 15Start Enumeration Read Localization Load Audio Load 2D Assets Load 3D Assets Load Game Databases CPU: 0.5s Wait: 0.6s CPU: 0.9s Wait: 1.4s CPU: 4.5s Wait: 0.2s Threading Computations 3 40Side by Side Comparison 41Loading graphic assets ◉ Loading of both 2D and 3D assets was single threaded ◉ Huge speedup potential if we could spread it on all cores ◉ But0 码力 | 76 页 | 2.22 MB | 6 月前3
Data Structures That Make Video Games Go RoundMade from scratch (no game engine). ● Short release cycle. ● Small, by modern standards.Today: ● 3D, Photorealistic, Physics based. ● Multi-threaded. ● Made with a game engine. ● Long development Physics Rendering Audio Simulation Rendering AudioSimulation Imagine our hypothetical game is 3D with a vast world. Multiple systems ticking, ● Entity Component Systems (ECS) ● Artificial Intelligence world by recursively subdividing. Quadtree Octree ● 2D ● Recursively subdivided into 4 spaces ● 3D ● Recursively subdivided into 8 spaces.Quadtrees & Octrees Used to partition space in the game world0 码力 | 196 页 | 3.03 MB | 6 月前3
Better Code: Exploring ValidityReserved. About the artist Dan Zucco London-based 3D art and motion director Dan Zucco creates repeating 2D patterns and brings them to life as 3D animated loops. Inspired by architecture, music, modern0 码力 | 117 页 | 6.03 MB | 6 月前3
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