![]() Sebastian Aaltonen has over 20 years of experience in graphics rendering technology. ![]() This talk will discuss various renderer design choices, data layouts and optimization tricks and show how these affect the performance on ARM, Qualcomm, PowerVR and Apple GPUs. This design allows us to hit stable 30 fps on low end Android phones in complex 10,000 draw call scenes. Simulation writes the actual data directly to persistently mapped GPU pointers, bypassing all data translation costs. Our command stream carries only the metadata. Pipelines and bind groups are precreated and data update is fully separated from drawing. Most of the repeated work traditionally done at draw call frequency is gone. Efficiency has been the key design principle. HypeHype’s new renderer has been designed from the ground up for Vulkan, Metal and TBDR mobile GPUs. 10:45PT Wētā Digital Rendering Architecture, Robert Cannell, Sander van der Steen.09:30PT Overview of Nitrous' Decoupled Rendering Architecture, Dan Baker.08:15PT Lessons Learned from Establishing a Long Term Vision for Far Cry Dunia Engine’s Shader Pipeline, Cong Hao He, Jendrik Illner.08:00PT: Introduction, Stephen McAuley, Angelo Pesce, Natalya Tatarchuk, Michael Vance.11:45PT Closing Remarks, Stephen McAuley, Angelo Pesce, Natalya Tatarchuk, Michael Vance.10:45PT Scripting Language? Engine Language? Why Not Both?, Wouter van Oortmerssen. ![]()
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