티스토리 뷰
머냐; 이거
https://www.youtube.com/watch?v=KckRq7Rm3Mw
동영상에서는 meshlet 생성에 사용한 대강의 cluster 로 사용해도
어느정도 된다고 이야기함
우선 아래 2개를 추천하던데
위에거의 게시판 https://forum.beyond3d.com/threads/gpu-driven-rendering-siggraph-2015-follow-up.57240/
모르것다.
https://frostbite-wp-prd.s3.amazonaws.com/wp-content/uploads/2016/03/29204330/GDC_2016_Compute.pdf
외계어 싫다;
우선 첫번째의 첫번째 reference
Fetch vertices manually in VS from shared buffer [Riccio13]
는 아래 GPU 4의 내용
Introducing the Programmable Vertex Pulling Rendering Pipeline, Christophe Riccio and Sean Lilley
소스는 없다
기타
- Programmable Vertex Pulling, OpenGL Insights
- dynamic-vertex-pulling-with-d3d11
https://www.gamedev.net/articles/programming/graphics/dynamic-vertex-pulling-with-d3d11-r4048/
https://github.com/bazhenovc/sigrlinn/blob/master/demo/demo_grass.cc
https://www.gamedev.net/forums/topic/672314-about-dynamic-vertex-pulling/
- ProgrammablePulling
1번을 기반으로 했다는데; 가장 넓고 알기 쉬운 듯
https://github.com/nlguillemot/ProgrammablePulling
내 결과
Intel / Nvidia 결과
https://twitter.com/nlguillemot/status/884711299954860032
Intel 것과 함께 input layout 을 쓰거나, One element SSBO 를 써야하는 듯
AMD 및 비교는 아래에,
기존 것과 비교는 아래 2개
http://www.yosoygames.com.ar/wp/2018/03/vertex-formats-part-2-fetch-vs-pull/
https://turanszkij.wordpress.com/2017/06/05/should-we-get-rid-of-vertex-buffers/
https://www.g-truc.net/post-0666.html
Triangle Culling 및 indirect drawing
http://www.conffx.com/Visibility_Buffer_GDCE.pdf
Visiblity 버퍼에 대한 글인데, triangle culling 및 indices compact 기술되어있음
http://diaryofagraphicsprogrammer.blogspot.com/2018/03/triangle-visibility-buffer.html
Why didn’t we implement this earlier?
● Two recent developments made the
Visibility Buffer more attractive compared
to a G-Buffer
● DirectX 12 / Vulkan with multi draw indirect
● Triangle culling / filtering [EDGE][Chajdas]
[Wihlidal]
2 culling stages
● Cluster culling : cull groups of triangles before sending them
to the GPU (following [Chajdas] on the CPU; [Wihlidal] on
GPU)
● Triangle Filtering: cull individual triangles after being sent to
the GPU
- cluster generation
- Triangle filtering
- batch_compaction
Direct12 / Vulkan 서로 같은 코드가 있어서 비교하기 좋음;
geometryfx - cluster-culling
https://gpuopen.com/geometryfx-1-2-cluster-culling/
https://gpuopen.com/gaming-product/geometryfx/
cluster generate
실제 drawing
Visibility 버퍼 종합
http://masafumi.cocolog-nifty.com/masafumis_diary/2016/11/visibility-buff.html
기타
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