- 2011 - A trip through the Graphics Pipeline 2011
- 2013 - Performance Optimization Guidelines and the GPU Architecture behind them
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
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| #include "FunctionalPropertyModifiers.h" | |
| void fpmCallStore::CallAll(double time) | |
| { | |
| for (auto i : m_FunctionCallMap) | |
| { | |
| const fpmFunctionCalls& calls = i->value; | |
| calls.call_all_fn(i->key, calls, time); |
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| using System; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEditor; | |
| using System.Reflection; | |
| public static class EditorExtensionMethods | |
| { | |
| // Public reimplmentation of extention methods and helpers that are marked internal in UnityEditor.dll |
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| Adding Hidden Agendas | |
| Adjusting Bell Curves | |
| Aesthesizing Industrial Areas | |
| Aligning Covariance Matrices | |
| Applying Feng Shui Shaders | |
| Applying Theatre Soda Layer | |
| Asserting Packed Exemplars | |
| Attempting to Lock Back-Buffer | |
| Binding Sapling Root System | |
| Breeding Fauna |
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| //1.27323954 = 4/pi | |
| //0.405284735 =-4/(pi^2) | |
| /********************************************************* | |
| * low precision sine/cosine | |
| *********************************************************/ | |
| //always wrap input angle to -PI..PI | |
| if (x < -3.14159265) | |
| x += 6.28318531; |