To achieve special effects, especially some post-processing effects, it is often necessary to replace each object's shader with another set of shader for rendering to the texture, then compositing or superimposed on the final screen in some way.A little more complicated, maybe different objects are replaced with shader.Camera.renderwithshader in Unity enables this functionality.The following is an official document quote:Rendering with replaced Shader
Reprint Please specify source: http://blog.csdn.net/tianhai110
Non-photorealistic rendering (non-photorealistic rendering)
(NPR) is a class of computer graphics that mainly simulates the artistic style of drawing and is also used to develop new drawing styles. Unlike the traditional computer graphics that seek realism, NPR is influenced by paintings, sketches, technical drawings, and animated cartoons. NPR
A brief tutorial This is a realistic car motion animation effect made with pure CSS3. In this special effect, all the elements are rendered by CSS and no images are used. It makes the visual effect of the car movement by the left and right shaking of the road zebra crossing. Using the method HTML structure the HTML structure of the entire car motion animation is as follows:
1. Pure CSS3 production of realistic car sports animation
Description: This is a real-life car motion animation effect ma
Before optimization, first understand the optimization principle.
1). renderable and rendering batches:
What is the rendering batch of Shenma? Let's take a look at the tutorial. In short, it greatly affects the rendering efficiency, so there are as few rendering batches as possible. for example,
In last June, I became interested in 3d graphics. I have read a lot of books, and I have never had time to write this code because of my busy work. This time I am going to organize my understanding of graphics. Although I have read "3d game
Article 2: rendering content _ Section 2: WebControl rendering; Article 2: webcontrol1. Presentation process of WebControl
WebControl is derived from the Control class. Therefore, the rendering function of WebControl is based on the Control rendering logic, but it has a large extension.
First, WebControl overrides th
From: http://blog.csdn.net/liu_lin_xm/article/details/4850630
Excerpt from "GPU programming and Cg language primer 1rd edition"
Algorithm flow
Figure 47 shows the implementation process of Volume Rendering using the ray projection algorithm.
First, we need to render the forward and backward surface depth graphs. This is to calculate the maximum distance of Ray traversing and serves as the basis for loop sampling control; then, the vertex position
The process of loading and rendering HTML by the browser (standard-defined process and optimization of modern browsers), loading and rendering
First look at the standard definition of the browser rendering process (found online ):When the browser opens the webpage, the browser loads and renders the html in sequence. JS loads.
Cannot download and parse in parall
Conditional rendering for mini-program tutorials
Series of articles:
Mini-program tutorial-WXSSReferences to mini-program tutorialsEvents of mini-program tutorialsSmall Program tutorial TemplateList rendering of Applet tutorialsConditional rendering of mini-program tutorialsData Binding in applet tutorialMini-program tutorial-WXML
Wx: if
In MINA, we use wx: if =
There are two ways to add a fillet effect to a view in iOS, one that is based on "off-screen rendering" (off-screen-renderring), which can be easily implemented by setting the layer parameters of the view directly, and is often used, but with low performance, and the other is to write the underlying graphics code that implements ' On-Screen rendering ' (on-screen-renderring), you can greatly optimize the dr
first release the result picture ... Because the online model is spelled, so eyelids, cheeks, lips look like there is a rift, the solution is to add the surface subdivision and displacement map for a certain uplift, but the blogger tried the fragment shader of the surface subdivision, although the subdivision succeeded but the coloring effect becomes very strange, There is no need to subdivide the surface, if you have a fragment shader on the surface subdivision of a good way, can you please tel
Volume Rendering is a technique for generating two-dimensional images on screen directly from three-dimensional data fields. The advantage is that it can explore the internal structure of the object, can describe the very shape of the object, the disadvantage is that the data storage is large, the computation time is longer.voxel (Voxel), is the abbreviation of the volume element (volumepixel). As its name, is the smallest unit of digital data in thre
First release the result picture ... Because the online model is spelled, so eyelids, cheeks, lips look like there is a rift, the solution is to add the surface subdivision and displacement map for a certain uplift, but the blogger tried the fragment shader of the surface subdivision, although the subdivision succeeded but the coloring effect becomes very strange, There is no need to subdivide the surface, if you have a fragment shader on the surface subdivision of a good way, can you please tel
Game rendering performance optimization and rendering performance optimization
I forgot whether I have written similar articles before. No matter what, I 'd like to sum up my experience in recent years.
Start with the core part. If you are familiar with the graphic API, you can understand that to render a model, we need to do at least two operations, set various States, and call the drawing function. Both
;createinputlayout (Layout, numelements, pvsblob-> GetBufferPointer (), pvsblob->getbuffersize (), g_pvertexlayout))) return false;//Set the input Layoutg_pimmediatecontext->iasetinputlayout (g_pvertexlayout); Create a vertex bufferOne thing we need to do during initialization is to create a vertex buffer that holds the vertex data. To create a vertex buffer in Direct3D 11, we fill in two structures d3d11_buffer_desc and D3d11_subresource_data, and then call Id3d11device:: Createbuff
using the same pass during painting are continuously drawn, greatly reducing the switching of rendering status.
So far, we have analyzed the implementation principle of the rendering queue function. The system is divided into four layers to implement the entire rendering queue function. The first three layers play the role of the manager, and the last layer st
three is a universal type. If the overlay views are the same, you can load the matte picture only once to reduce memory consumption.
In addition to using software to save the project, it is very easy to draw it directly from the code. Even if you're not familiar with the Core graphics API, it's easy to find the code to redraw the rounded corners, but it's a little tricky to draw the graphic above. It's better to try this thing: in a set opaque =
Diy Page Server Rendering solution, diy server Rendering
1. Problem Origin
In the mobile Internet e-commerce field, operators need to set up multiple promotion pages every day to attract users to click to buy. At the beginning, programmers need to temporarily write a new page for implementation, however, these pages can be used several times, which is time-consuming and labor-consuming to create new pages e
physically-based Rendering (PBR) Chinese as a physics-based rendering in real-time renderingIt can bring more realistic effect to the rendered object, and the energy conservationA little explanation of the meaning of the letter, for the understanding of the later article is helpful,From right to leftL is the direction of light, H is the half-width vector, L is the middle of V, N is the normal direction, V i
Batch rendering (batches)Batch render is a way for most engines to improve rendering efficiency, and the basic principle is to create a large object by combining some objects that are rendered in a consistent state, once submitted to the GPU for plotting, and if not batch, it will be submitted to many times, which can significantly save Drawcall, This essentially saves CPU time, the CPU is submitted multipl
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