Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 21 Jan 2011
Offline Last Active Aug 13 2013 06:36 PM

Posts I've Made

In Topic: How's your template metaprogramming ninja skills?

12 January 2013 - 02:16 PM

I spent some time on a tmp raytracer a while back:  https://github.com/lentinic/TemplateTrace

Fun project for bending the mind a bit.

In Topic: mesh culling (octrees)

21 May 2012 - 04:29 PM

FWIW I also use a system similar to what is presented in that Battlefield paper. On my Xeon W3550, my SSE optimized code clocks in at 16k sphere-frustum checks in at about 0.12ms (1 thread), which is plenty fast enough for me. It didn't take too much effort to rework the data structures so the spheres were accessed linearly in memory and really the code ended up considerably simpler (IMO).

In Topic: Revival of Forward Rending?

21 March 2012 - 09:49 PM

You may be interested in this paper: http://www.cse.chalmers.se/~olaolss/papers/tiled_shading_preprint.pdf
It spends some time comparing a tile-based deferred shading implementation with a tile-based forward shading implementation.

In Topic: Particle System Design Question

23 September 2011 - 06:15 PM

And just to emphasize - even if as you said you aren't so concerned with SIMD optimization right now, such data oriented design is still important because of cache performance. e.g. if your particle struct packs position and color info together but for a certain effect you are never updating the color - well, you are just wasting time loading and polluting your cache with that color information.

In Topic: Normal mapping? Tangents? Binormals?

24 August 2011 - 01:24 PM

FWIW - Mikkelsen posted a follow up (http://mmikkelsen3d.blogspot.com/) to that unparametrized bump mapping paper, making use of a precomputed derivative map to increase visual quality.