- 2011 - A trip through the Graphics Pipeline 2011
- 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
- 2020 - GPU ARCHITECTURE RESOURCES
" [ReSharper Documentation](https://www.jetbrains.com/help/resharper/) | |
" 避免 key mapping 覆蓋 `"` 與 `/` 暫存器, 分別採用 `z` 與 `s` 暫存器替代 | |
" Not support InsertLeave autocmd 自動切換回英文輸入法 | |
"autocmd InsertLeave * !%USERPROFILE%\\.vscode\\extensions\\im-select.exe 1033 | |
inoremap <Esc> <Esc>:!%USERPROFILE%\\.vscode\\extensions\\im-select.exe 1033<CR> |
from osgeo import gdal, ogr | |
def clone_data_to_mem(ds, name=''): | |
if (isinstance(ds, gdal.Dataset)): | |
return clone_raster_to_mem(ds, name) | |
elif (isinstance(ds, ogr.DataSource)): | |
return clone_vector_to_mem(ds, name) | |
else: | |
raise TypeError('Data source must be of GDAL dataset or OGR datasource') |
This list is provided as a guide for tools engineers of all skill levels looking for jobs in the game industry. It's meant as a guide to topics that should be pursued broadly in order to be well spoken in an interview. I doubt any hiring manager requires deep knowedge across every topic, but an ideal candidate would be somewhat knowledgable (aware of its existence if asked directly) with all topics here.
Each list of bullets increases in difficulty, so later bullets are more applicable to senior (or even director) level candidates.
Good luck.
@gorlak
^ | |
| 7 | |
| / | |
|/ | |
+-----------> | |
or | |
7 Z-axis |
sRGB learning curve
https://gamedevdaily.io/the-srgb-learning-curve-773b7f68cf7a#.y9sitvhmm
Color Math
http://www.essentialmath.com/GDC2015/VanVerth_Jim_DoingMathwRGB.pdf
The Importance of Terminology and sRGB Uncertainty
http://colour-science.org/posts/the-importance-of-terminology-and-srgb-uncertainty/