利用图形处理器的力量 Learn to Write Unity Compute Shaders

你会学到:
如何编写Unity计算着色器
如何在后处理图像过滤器中使用ComputeShaders
如何使用ComputeShaders进行粒子效果和群集
如何使用StructuredBuffers在计算着色器和实例表面着色器之间共享数据
使用计算机处理器处理流体模拟
使用计算机开发者创建物理引擎

MP4 |视频:h264,1280×720 |音频:AAC,44.1 KHz,2 Ch
语言:英语+中英文字幕(云桥网络 机译) |时长:47节课(5h 49m) |大小解压后:3.43 GB

要求
你必须熟悉Unity的基础知识
你需要有C#的基础知识

描述
通过学习创建计算着色器,您将处于Unity开发的最前沿。与传统着色器不同,您可以使用计算着色器来处理任何数据操作问题,在这种情况下,几十个(甚至数百个)线程同时运行会导致游戏运行速度快很多很多倍的瓶颈。在本课程中,您将从小步骤开始,学习计算着色器的基础知识。首先,我们看一下使用缓冲区将数据从中央处理器传递到图形处理器。然后我们将研究在计算中使用这些缓冲区。一旦你有了这种初步的基础,你就学会了如何使用这些技术来创建极快的后处理过滤器。您可以使用计算着色器来处理粒子效果和群集计算。在这个过程中,你将创造一群成千上万的鸟,每只鸟都随着它在空中的速度拍动翅膀。使用计算着色器,分而治之才是正道。通过使用数百个线程同时运行,我们开发了一个图形处理器物理引擎,可以处理数千个翻滚的棋子。计算着色器非常适合处理化身在草地上移动时草叶的方向。本课程涵盖了流体(2D和3D)这一具有挑战性的主题,您将看到这个计算密集型领域从计算着色器中获益良多。


本课程的资源以代码版本和完整版本的形式呈现,包括30多个不同的示例。Unity Compute Shaders为学习如何处理游戏中的复杂问题提供了理想的平台。详细介绍了使用分离、聚合和对齐这三个关键规则的群集计算。包括处理快速碰撞检测的物理计算和所涉及的力(理论和实践)。平滑粒子流体动力学是一种计算流体模拟的技术。我们将从基础层面带您了解。

如果您正在使用Unity,您需要了解如何使用计算着色器来确保您的游戏具有最佳性能。毕竟,为什么要让GPU闲着,而CPU却在加班?如果您将一些任务切换到图形处理器,并使用计算着色器处理它们,您将看到巨大的性能提升。

本课程使用Unity 2019.4,兼容Windows和Mac。


学生反馈

“这门课简直太神奇了。我一直想学习那些话题,最后得到了一些不可思议的资源。非常感谢。顺便说一句,我喜欢说教。默认的场景和挑战真的帮助我坚持课程而不感到沮丧。所涉及的主题非常难,但你做到了,我们可以一步一步地真正做到,同时在屏幕上看到不可思议的东西!”
本课程对计算着色器的工作原理、令人印象深刻的结果和解释进行了深入细致的讲解
“令人惊讶的课程——后续彭妮·德·拜尔斯CG着色器课程与这一个,他们吻合得很好。尼古拉斯在一些有趣的项目和伟大的概念上做得很好——喜欢流体模拟部分。”

其他人对尼克的课程有什么看法:

非常丰富的内容和令人印象深刻的教学方法。非常适合向已经掌握这门学科并知道如何教学的人学习。

Nik的教学风格让我非常直观地理解了一切,我现在对着色器非常满意。

我喜欢尼克的课程,我理解他解释的方式。很棒的内容。

这门课是给谁的
希望将计算着色器添加到其技能集中的开发人员
希望使用图形处理器来避免处理游戏瓶颈的开发人员
开发人员很想知道植绒、gpu物理、草地、光线追踪和流体的现代技术

MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz, 2 Ch
Genre: eLearning | Language: English + srt | Duration: 47 lectures (5h 49m) | Size: 3.4 GB
Harness the power of the GPU

What you’ll learn:
How to write Unity Compute Shaders
How to use ComputeShaders in post processing image filters
How to use ComputeShaders for particle effects and flocking
How use StructuredBuffers to share data between a ComputeShader and an instancing Surface Shader
Using ComputeShaders to handle fluid simulations
Using ComputeShaders to create a Physics engine

Requirements
You must be familiar with the basics of Unity
You need to have a basic knowledge of C#

Description
By learning to create Compute Shaders, you will put yourself at the cutting edge of Unity development. Unlike a traditional shader, you can use a Compute Shader to handle any data manipulation problem, where having dozens (or even hundreds) of threads running simultaneously causing a bottleneck in your game to run many, many times faster. In this course you will start from small steps, learning the basics of compute shaders. First, we look at passing data from the CPU to the GPU using buffers. Then we’ll look at using these buffers in our calculations. Once you have this initial grounding, you learn how to use these techniques to create blisteringly-fast post-processing filters. You can use Compute Shaders to handle particle effects and flocking calculations. In the course, you’ll create a flock of thousands of birds where each bird flaps its wings in sync with its speed through the air. Divide and conquer is the way, with Compute Shaders. By using hundreds of threads running simultaneously, we develop a GPU Physics engine that can handle thousands of tumbling chess pieces. Compute Shaders are ideal for handling the orientation of grass blades as an avatar moves through grass. The challenging subject of fluids (both 2D and 3D) are covered in the course and you’ll see how much this computationally-intensive field benefits from Compute Shaders.

The resources for the course are presented as a code-along version and a complete version and include over 30 different examples. Unity Compute Shaders provides the ideal platform to learn how to handle complex problems in your games. Flocking calculations using the 3 key rules of Separation, Cohesion, and Alignment are covered in detail. The physics calculations to handle fast collision detection and the forces involved are included (both theoretically and practically). Smoothed Particle Hydrodynamics is a technique for calculating fluid simulations. We’ll take you through it from the foundation level.

If you’re working with Unity, you need to understand how to use Compute Shaders to ensure your game has the best performance. After all, why let the GPU sit idle while the CPU is working overtime? You’ll see massive performance improvements if you switch some tasks to the GPU and handle them with a Compute Shader.

This course uses Unity 2019.4 and is Windows and Mac compatible.

Student feedback

“This course is simply amazing. I always wanted to learn those topics and finally got some incredible resources. Thank you a lot. Btw I loved the didactic. The default scenes and challenges are really helping me to stick with the course without getting frustrated. The topics covered are very difficult but you made it in a way where we can really get step by step and at the same time seeing incredible things on screen!”
“This course is an intensive, well explained, understanding on how compute shaders work, impressive results and explanations”
“Amazing course – followed up Penny De Byls CG Shader course with this one and they dovetail excellently. Nicholas does a great job with some interesting projects and great concepts – loved the section on fluid simulation.”

What others are saying about Nik’s courses:

Very rich content and impressive didactics. Very good to learn from someone who has mastered the subject and knows how to teach.

Nik’s style of teaching made me understand everything very intuitively and I’m so comfortable with shaders now.

I like Nik’s courses, I understand in the way he explains. Great content.

Who this course is for
Developers wanting to add compute shaders to their skill set
Developers who wish to use the GPU to avoid processing bottle necks on games
Developers curious to know modern techniques for flocking, gpu physics, grass, ray tracing and fluids
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