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Member Since 26 Nov 2006
Offline Last Active Oct 23 2016 08:08 AM

#5229877 win32 cpu render bottleneck

Posted by on 19 May 2015 - 12:29 PM



I use cpu graphics poligons in my code, but is antialiased, you can see this in:



the main optimization tricks are, use only integers and avoid division/multiplication.


I have a simple convex polygon filling without antialias for bitmask buffer, but not in C, is a forth like languaje


lines 190 to 244





#5086755 subpixel-acurate triangle rasterization routine needed

Posted by on 17 August 2013 - 06:44 AM

I use a routine of drawing anti-aliased polygons, the code here:
The antialias are doing by supersampling the raster lines, acumulate in a coverage buffer and finally render it.

#4975743 Experiment in representation of 3D objects

Posted by on 02 September 2012 - 09:08 AM

Experiment in representation of 3D objects

Testing alternatives to the representation of 3D objects found a different way to vectors, points and voxels.
At first the idea seems too simple and restrictive, but let's see what happens.

The basic idea is to use 6 images, one for each side of the cube, and save these images point height.

The current implementation uses 3 256x256 images saved at each point (4 bytes), the minimum, maximum and there is room for two separate colors (palette).

The test did not make sense because the bitmap go to locate the points is what I'm trying to avoid but I wanted to see how it looks.
I lack the rasterization implement this structure or the intersection of a ray in order to draw solid.
I can calculate the normal using adjacent points although not sure that's a good idea.
The bitmaps are uncompressed, I want to finish the ray tracer first, maybe the search to locate the point on the screen resulting in any way to compress this point.

Any idea or help are welcome !!

all the source is open in my site.

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  • dragonb3d.png

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