遥遥无期的是Compute Shader,Geometry Shader,Tessellation Shader 未具体说明的是Subrotine,Transform Feedback. 另外,关于OpenGL教程,极客学院翻译了一个tutorial 在这里也蛮不错的。
The latter is the most interesting in the context of this article, because SSBOs allow very large data to be processed by our Compute Shader, such as the primitives of a complex model. All those kinds of memory can both be read from and written to by the Compute Shader. There was once...
do more calculation in Vertex shader rather than in Fragment shader 注2: Modern Game Engine has live shader generation and compilation, cool stuffs 注3: There are many other Shader such as Tessellation, Geometry, Compute, etc. But
加载出来的小猫咪图片是倒着的,并且还把猫脸拉长了。入门不用看视频,直接去刷online tutorialLearnOpe...
http://www.opengl-tutorial.org/cn/intermediate-tutorials/tutorial-13-normal-mapping/(还有中文版在一直没有察觉) image T & B 需要两个法向量,蓝色是Normal法向量,红色是T向量简称切平面向量,绿色B向量,也是切平面向量且B 和 N cross T 同向
回到OpenGL,OpenGL也定义的自己的执行模型(用 Compute Shader 进行通用计算),和CUDA执行模型非常类似(摘自文献[4],该图被稍作调整): 在OpenGL概念中,CUDA的Grid变成了Dispatch,Block变成了Work Group,Thread变成了Invocation,同样,Dispatch可以由三维索引的Work Group组成,Work Group可以由三维索引的Invocation组成。
第16章同时也涵盖了OpenGL 4.3所引入的计算着色器(compute shader)的介绍,并在展开14.2节中的话题时介绍了加法混色和减法混色。 3D眼镜和VR头显的立体视觉(stereoscopy)相关内容的加入是因为虚拟现实的日益流行。当然,这些知识同样可以应用于开发“3D电影”中的动画。同时,我们在第 17 章中尝试对这两种应用情景以...
Inthis tutorial, we meetUniform Buffer Objects(orUBO). To sum up a little bit, UBOs are read-only GPU-accessible memory zones for a GLSL shader. The size of an UBO is somewhat limited: 64KB for AMD and NVIDIA GPUs and 16KB for Intel ones. ...
In the vertex shader code, we calculate the new vertex position by applying the transformation matrix on the original vertices: gl_Position = matrixVertex *vec4(coordVertexes,1.0); To compute this transformation matrix, we compute a few separate matrices: screen scale, translate scene, scale, ...
Uses a compute shader along with a separate compute queue to apply different convolution kernels (and effects) on an input image in realtime. GPU particle system Attraction based 2D GPU particle system using compute shaders. Particle data is stored in a shader storage buffer and only modified ...