The Fog of Random 翻译版 [Translation topic]
I’ve found good topic about dev experience from Original Post https://agentlien.github.io/fog/ so I was translation to Korean…
Keep readingUsing physical lighting units with Enlighten and UE4.(Translated topic/Extra explaining)
Original topic by Silicon Studio Japan at 2019.Additional extra declaring by JPLee at 2021. This document is…
Keep readingLatest Unreal Engine 4 Mobile Platform Major Updates and Roadmap[ENG]
I have just translation Korean to English to Epic game Korea documentation from 2020 Unreal submit conference.…
Keep readingVoxelizations of Shadow for mobile. Case Study.
This article was translated into English in my own way after listening to the presentation of voxel-based…
Keep reading(PSO)How to use shader pipeline cache effectively.
Let’s see how to use the shader pipeline cache. I will talk about the above table of…
Keep readingLineage2m Unreal Engine Announcement of use cases.
Written by JP.Lee心动的 Technical Art team leader. Epic game UnrealSubmit 2019 . Lineage2m UnrealEngine Announcement of use…
Keep reading通过新的任天堂Switch模式了解CPU、GPU和温度状态
通过新的任天堂Switch模式确定CPU,GPU和温度状态 Writing by JP.Lee Nintendo Switch是任天堂开发的小型游戏机。 我认为,作为纯游戏用途的Nintendo Switch卖得好的原因是比智能手机小,易于操作,并且还支持Wi-Fi,因此可以多重博弈。 任天堂 Switch的配置和规格如下。 可以说,现有的iphone11顶级版本或者iPad Pro第三代的性能与任天堂Switch相似。 但是我个人认为,任天堂Switch具有专注于游戏性的内部设计结构,所以更优秀一点。 此外,安装在扩展坞的时候和手持式状态的优化系统也非常优秀。 *…
Keep reading在GPU避免分支的方法 [Translation & Addition]
在GPU避免分支的方法Unity Technologies Origianl Authored by Brandon Fogerty(XR Graphics Engineer at Unity Technologies.)
Keep reading综合研究基于物理的渲染算法Unity3D[Translation]
基于物理的渲染算法有关 Unity3D 的概括研究 来说说基于物理的渲染。基于物理的渲染(PBR)近几年非常火爆。Unity 5, 虚幻引擎 4, 寒霜引擎, 甚至是 ThreeJS, 更多的游戏引擎在使用它。很多 3D 模型工作室在根据 Marmoset Toolbag 和 Allegorithmic…
Keep readingPBR Specular D的几何学含义[Translation]
Original Topic from 그냥 그런 블로그 :: PBR Specular D 의 기하학적 의미 (tistory.com) This topic is…
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