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by robmaister
2482 days ago
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I work in games doing mainly graphics work - it's amazing how many of these concepts still exist and have been recycled in interesting ways. Well worth the read if you're in my line of work. For example, the concept of "sorted spans" in Quake is conceptually the same as how "light culling" is done in deferred and forward+ rendering pipelines. The first I'd heard of the technique was how Battlefield 3 used the PS3's SPU to do light culling for 64x64 blocks of pixels at a time. |
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