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Member Since 25 Feb 2008
Offline Last Active Today, 12:32 PM

Posts I've Made

In Topic: Projected Grid Ocean undersampling

26 June 2014 - 12:26 PM

First thing I would try is sampling the heightmap multiple at different rates and do weighted blending on it.
Low frequency sampling will make the big waves while the higher frequences will add detail.

In Topic: good generalized frustum cull algo

14 April 2014 - 01:36 AM


Object space bouding box test. Accurate and fast.


might be accurate but can be a lot faster.

see http://dice.se/wp-content/uploads/CullingTheBattlefield.pdf

In Topic: Doubt with textures

10 April 2014 - 11:45 PM

Typically you would use submeshes. so a model (aka mesh), is actually an array of models ( frequently called submeshes).

a mesh is split into submeshes based on various strategies: artist defined, based on material/shader/texture/..., gameplay related reasons, ...

Do note that this (and pretty mutch any asset related operations), should be done offline.

In Topic: Deferred shading position reconstruction change

09 April 2014 - 06:01 AM

Thanks, I'll try it. smile.png

What does the rcp function actually do? Rounding, like floor / ceil in C?


rcp is the reciprocal ( 1 / x ).

note that in shaders this is often a fast approximation (so faster than actually doing 1.0 / x but less accurate).

In Topic: Increase texture reading speed

27 January 2014 - 03:40 PM

first off all, 144 tex lookups per pixel is a lot. a solution would be to simple use less ( find a balance between performance and visuals).


Try to make your textures smaller and/or slimmer.

fat textures (like your (R16G16B16A16) are slower so try to pack your data. 

Normals for example could be stored as X8Y8 and reconstruct Z inside the shader.


also look to the access patterns and filtering.

reduce filtering quality or try to use the Gather instruction if possible.

you could even refactor your renderer to make use of a compute shader where you can sample your textures into group-shared memory