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Yourself

Member Since 25 Feb 2008
Offline Last Active Aug 26 2016 08:39 AM

Posts I've Made

In Topic: Pd.D. C.S. Research Topics?

26 August 2016 - 07:15 AM

You might want to take a look at http://openproblems.realtimerendering.com/s2016/index.html in case you are interested in graphics programming.


In Topic: Visual Effects, Shaders, And Uber-Shaders

29 July 2016 - 01:58 AM

 

You should avoid having too many GPU programs

Yeah but that means sparing on visual effects..?

 

 
It depends. If it comes down to it, yes.
But a couple of heuristics can help you a long way.
For example, only compile/load effects that are actually used. Often permutations are not used or do not make sense.
Also try to group objects that use the same programs (so the cost of switching to that program is only payed once).
 
 

 

If you decide to do the most logical thing, that is physically based rendering (unless you want another graphic style of course), you should end up with few GPU programs.

But PBR can be combined with neat special (particle?) effects as well, no?

 

 
of course


In Topic: ddx, ddy reuse for better performance?

06 July 2016 - 09:45 AM

I think you should recalculate ddx/ddy after the offsets (from POM) have been added to the texcoords.

As the offsets are different between pixels, this results in different UVs (to sample base maps) and this results in different derivatives.

So as you have to calculate them anyway, you might as well use tex2D.

 

You can probably derive a scaling factor (from the offsets) to apply to the baseUV ddx/ddy (and that will likely be cheaper than recalculating)


In Topic: Understanding better the 3D texture coordinate?

22 December 2015 - 03:45 AM

and in case you sample from a texture array, the r-coordinate is the array slice.


In Topic: Banding Problem

02 October 2015 - 01:27 AM

perhaps you already seen it but I think this presentation gives some solutions to fix banding.


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