├── 1.ue4_insights ├── .gitignore ├── ReadMe.md ├── data_structures │ ├── asset_load_store.md │ └── data_structures.md ├── global_illumination │ ├── distance_field_gi.md │ ├── hdda.md │ ├── images │ │ ├── lightmass.png │ │ ├── lightmass_begin_run.png │ │ ├── lightmass_costs.png │ │ ├── lightmass_embree.png │ │ ├── lightmass_exporter.png │ │ ├── lightmass_intersect_ray_call.png │ │ ├── lightmass_swarm_add_task.png │ │ ├── lightmass_swarm_message.png │ │ ├── lightmass_swarm_read.png │ │ ├── lightmass_swarm_tasks0.png │ │ ├── lightmass_swarm_tasks1.png │ │ ├── lightmass_unbuilt.png │ │ ├── lpv │ │ │ └── lpv_propagate.png │ │ └── shadow_preview_indicator.png │ ├── light_mass.md │ ├── light_mass_photon_mapping.md │ ├── lightmass_costs.md │ └── lpv.md ├── modules │ ├── images │ │ └── ue4_modules.png │ └── modules.md ├── nanite │ ├── ReadMe.md │ ├── efficient_softraster │ │ ├── cuda_raster.md │ │ └── tile_based_rasterization.md │ └── gpu_driven_rendering │ │ └── mesh_clustering.md ├── renderer_architect │ ├── Unreal-Insight-The-Renderer-In-Brief.pptx │ ├── images │ │ ├── big_picture.png │ │ ├── gpu_arch_diff.PNG │ │ ├── imr_graph.svg │ │ ├── tbr_graph.svg │ │ ├── thread_model1.png │ │ ├── thread_model2.png │ │ └── tiled_screen.png │ └── renderer.md ├── shading_models │ ├── images │ │ ├── eye │ │ │ ├── eye_ball.png │ │ │ ├── eye_ball2.png │ │ │ ├── eye_ball_geometry.png │ │ │ └── eye_ball_uv.png │ │ ├── pbs │ │ │ ├── cloth │ │ │ │ ├── inverse_beckmann.png │ │ │ │ ├── inverse_beckmann_formula.png │ │ │ │ ├── order_1886.png │ │ │ │ └── scan_material.png │ │ │ ├── hair │ │ │ │ ├── HairTangent.png │ │ │ │ ├── Nr.png │ │ │ │ ├── Ntrt.png │ │ │ │ ├── Ntt,trt.png │ │ │ │ ├── Ntt_d.png │ │ │ │ ├── Ntt_h.png │ │ │ │ ├── Ntt_n.png │ │ │ │ ├── Ntt_t.png │ │ │ │ ├── PDO.png │ │ │ │ ├── TAA.png │ │ │ │ ├── anisotropic_ref.png │ │ │ │ ├── anisotropic_specularity.png │ │ │ │ ├── diagram.gif │ │ │ │ ├── factor.png │ │ │ │ ├── flowmap.gif │ │ │ │ ├── m_f.png │ │ │ │ ├── m_g.png │ │ │ │ ├── marchners.png │ │ │ │ ├── marchners_factor1.png │ │ │ │ ├── marchners_factor2.png │ │ │ │ ├── mesh │ │ │ │ │ └── geometry.png │ │ │ │ ├── pdo_compare.gif │ │ │ │ ├── tangent.png │ │ │ │ ├── textures │ │ │ │ │ ├── alpha.png │ │ │ │ │ ├── depth.png │ │ │ │ │ ├── diffuse.png │ │ │ │ │ ├── id.png │ │ │ │ │ └── root.png │ │ │ │ ├── trt_r_tt.png │ │ │ │ └── weta_epic_compare.gif │ │ │ ├── maskset.png │ │ │ ├── pbs_cooktorrence_equation.png │ │ │ ├── pbs_diffuse_brdf.png │ │ │ ├── pbs_hemi_sphere.png │ │ │ ├── pbs_microfacet.png │ │ │ ├── pbs_microfacet_half_vector2.png │ │ │ ├── pbs_microfacets2.png │ │ │ ├── pbs_microfacets_half_vector.png │ │ │ ├── pbs_microfacets_roughness.png │ │ │ ├── pbs_render_equation.png │ │ │ ├── pbs_render_equation2.png │ │ │ ├── pbs_specular_brdf.png │ │ │ ├── pbs_specular_brdf_d.png │ │ │ ├── pbs_specular_brdf_d_ndf_img.png │ │ │ ├── pbs_specular_brdf_f.png │ │ │ ├── pbs_specular_brdf_f_img.png │ │ │ ├── pbs_specular_brdf_g.png │ │ │ ├── pbs_specular_brdf_g1.png │ │ │ ├── pbs_specular_brdf_g_img.png │ │ │ ├── pbs_specular_brdf_gk.png │ │ │ ├── pbs_substance_ue4.png │ │ │ └── pbs_substance_ue4_workflow.png │ │ └── skin │ │ │ ├── SkinDiffuse.png │ │ │ ├── SkinNormal.png │ │ │ ├── SkinRough.png │ │ │ ├── SkinScatter.png │ │ │ ├── SkinSpec.png │ │ │ ├── ssss_animate.gif │ │ │ ├── ssss_falloff.png │ │ │ └── ssss_skin.png │ └── paragon_character_tech.md ├── slate │ ├── images │ │ ├── game_vp_init.png │ │ ├── game_vp_window.png │ │ └── scene_vp.png │ └── slate_renderer.md ├── software_occlusion │ ├── images │ │ ├── cookingPlatform.png │ │ ├── masked_oc.png │ │ ├── masked_oc2.png │ │ ├── mesh_data_build.png │ │ ├── occlusion_data_build.png │ │ └── occlusion_data_save.png │ ├── maksed_occlusion.md │ └── occlusion_data.md ├── terrian_rendering │ ├── foliage.md │ ├── images │ │ ├── foliage_min_screen_size.png │ │ ├── t_grass_culling.png │ │ ├── t_grass_culling_params.png │ │ ├── t_grass_hcomp_culling.png │ │ ├── t_grass_map_rendering.png │ │ ├── t_grass_map_usage.png │ │ ├── t_height_collision.png │ │ └── t_mat_classes.png │ └── terrian.md ├── trace_log.md ├── virtual_texture │ ├── ReadMe.md │ ├── runtime_virtual_texture.md │ └── streaming_virtual_texture.md └── visibility_determination │ └── visibility.md ├── 10.unity_insights ├── intel_maskoc.md └── simd_math.md ├── 11.hardware_os ├── files │ ├── redmagic-abl.elf │ └── xbl_s_devprg_ns.melf └── odin2_linux.md ├── 12.red_engine_notes └── REDEngineGI.md ├── 13.frostbite_notes └── FrostbitSurfelVolumeGI.md ├── 2.reflect_cpp_with_clang └── reflect_cpp_with_clang.md ├── 3.build_next_gen_gfx_lib ├── ReadMe.md ├── ngfx │ ├── compiler.md │ └── ngfx_impl.md └── posts │ ├── cross_platform.md │ ├── initial.md │ └── refactor.md ├── 4.siggraph2017_game ├── images │ ├── depth_peeling.gif │ └── final_composite.gif └── ocean_rendering.md ├── 5.checkboard_rendering ├── decima.md └── rainbow6.md ├── 6.oculus_vr_reprojection ├── VRReprojection.hlsl ├── images │ ├── depth_reproject.png │ ├── occluded_area.png │ └── pipeline.png └── oculus_reprojection.md ├── 7.about_drawcall ├── draw_call.md └── images │ └── 3d_mark.png ├── 8.misc ├── astc_compressor.md ├── blend_umg_ui_with_planar_reflection_in_material.md ├── cpp_msics.md ├── custom_collision_shape.md ├── ddc_build_texture.md ├── debug_ue4_on_android.md ├── gvdb_notes.md ├── images │ ├── Adreno6_Pipe.png │ ├── Adreno7_BinninPipe.png │ ├── LOD0x.png │ ├── begin_compile_shader.png │ ├── blend_umg_ui_with_planar_reflection_in_material.png │ ├── blend_umg_ui_with_planar_reflection_in_material_setting.png │ ├── custom_collision.png │ ├── ddc_BuildTexture.jpg │ ├── ddc_DerivedTextureCache.jpg │ ├── ddc_DerivedTextureData.jpg │ ├── ddc_ParallelBuildMips.jpg │ ├── ddc_SerializeToCache.jpg │ ├── debug_in_as.png │ ├── debug_in_as_2.png │ ├── debug_in_vs_add_exist.png │ ├── debug_in_vs_android_target.png │ ├── debug_in_vs_arm_target.png │ ├── debug_in_vs_arm_target2.png │ ├── debug_in_vs_arm_target_attach.png │ ├── debug_in_vs_target_prop.png │ ├── gvdb_activate_bricks.png │ ├── gvdb_build.png │ ├── gvdb_build_alloc_resources.png │ ├── gvdb_build_link_bricks.png │ ├── gvdb_build_topo.png │ ├── handwritten_uniform_shader_meta.png │ ├── masterial_add_shader_compile_job.png │ ├── material_code_chunks.png │ ├── material_filluniform.png │ ├── material_shader_param.png │ ├── material_shader_uniform_assemble.png │ ├── material_shader_uniform_buffer_update.png │ ├── material_texture_param_translate.png │ ├── material_uniform_buffer_decl_create.png │ ├── ngfx_shader_compile.png │ ├── primitive_component.png │ ├── real_material_params.png │ ├── rvt_node_compile.png │ ├── set_uav_from_uniform_buffer.png │ ├── shader_compile.png │ ├── shader_compile_launch_worker.png │ ├── shader_compiler_command_line.png │ ├── shader_compiler_loop.png │ ├── shader_load.png │ ├── shader_param_declaration.png │ ├── simplygon_setting.png │ ├── streaming_manager_notify_detach.png │ ├── streaming_manager_notify_primitive.png │ ├── ue422_shader_compile.png │ ├── ue425_shader_compile.png │ ├── ue4_streaming_call_stack.png │ ├── ue5_disable_remote_mac.png │ ├── ue5_ios_build.png │ ├── ue5_pl_crash_rep.png │ ├── ue5_remote_mac_new.png │ ├── update_shader_uniform_buffer.png │ └── use_buffer_in_material.png ├── ngfx_metallib2spirv.md ├── simplygon_use.md ├── ue4_custom_rendering_component.md ├── ue4_custom_struct_serializer.md ├── ue4_detail_panel_custom_class_layout.md ├── ue4_dis_and_fut.md ├── ue4_file_ops.md ├── ue4_hlsl_cross_compile.md ├── ue4_hlsl_programming.md ├── ue4_insights_development.md ├── ue4_math.md ├── ue4_render_resource_pool.md ├── ue4_rvt_output_node.md ├── ue4_slate_standalone_app.md ├── ue4_upgrade_guide.md ├── ue4_view_and_state.md ├── ue5_build_ios_on_win10_native.md └── unreal_build_accelerator.md ├── 9.optimization ├── BetterModernRHIDesignInKaleido3D.md ├── BindlessImplementOnUE4.md ├── ISPC_Intro.md ├── ISPC_Masked_SoftwareOcclusion.md ├── 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