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esoufiane

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About esoufiane

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    e3soufiane
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  1. For the profilers you can use the following: Devices with a Mali GPU: https://developer.arm.com/products/software-development-tools/ds-5-development-studio/streamline Devices with an Adreno GPU: https://developer.qualcomm.com/software/adreno-gpu-profiler https://developer.qualcomm.com/software/snapdragon-profiler Devices with Tegra: https://developer.nvidia.com/nvidia-system-profiler Creating your own UI means that you need to have access to OpenGL ES Asynchronous queries (Occlusion queries are available on OpenGL ES 3.0) or some sort of API that can access the GPU performance counters.
  2. esoufiane

    Framebuffer

    Did you try to draw directly to the backbuffer? What is the size of your framebuffer? How complex is the shader that's using the texture attached to your framebuffer? As what iedoc said, the bottleneck can be anywhere.
  3. On Unity3D you can write shaders mainly using Nvidia Cg/HLSL (your code get converted by Unity to what your target platform is supporting). Other languages like GLSL can also be used... The syntax of all shading languages is almost the same so in general learning one of them is enough for you now. The following tutorial is using mainly OpenGL with GLSL. You can start by reading little bit about the graphics pipeline then jump to the second link. http://www.lighthouse3d.com/tutorials/glsl-tutorial/ This part is focusing mainly on shaders: http://www.lighthouse3d.com/tutorials/glsl-12-tutorial/lighting/ Please note that the tutorial is little bit outdated but can be a good starting point for you.
  4. esoufiane

    help on hdr rendering

      This can be done by using Parallel Reduction algorithm: http://developer.download.nvidia.com/compute/cuda/1.1-Beta/x86_website/projects/reduction/doc/reduction.pdf     Which basically amounts to downsampling in the case of a 2D buffer      You can store your 2D buffer as 1D contiguous buffer with width*height elements and apply the Parallel reduction algorithm.
  5. esoufiane

    help on hdr rendering

      This can be done by using Parallel Reduction algorithm: http://developer.download.nvidia.com/compute/cuda/1.1-Beta/x86_website/projects/reduction/doc/reduction.pdf
  6. esoufiane

    Software rendering tutorials/examples

    Here is a useful article about software rasterization with an implementation of the half space algorithm.   http://devmaster.net/posts/6145/advanced-rasterization
  7. esoufiane

    Multiple Lights - How to design?

    You don't need to redraw your objects for every light. You can follow this algorithm: [source lang="java"]Color finalColor; for every light if(light is spotLight) finalColor += shadeSpotLight(currentLight); else if (light is omni) finalColor += shadeOmniLight(currentLight); ...[/source] This should be implemented in your pixel shader. When you became familiar with shaders You can use a Deferred Lighting technique which is much more appropriate for multiple lights.
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