PPT-Low-level Shader Optimization for Next-Gen and DX11
Author : myesha-ticknor | Published Date : 2016-04-26
Emil Persson Head of Research Avalanche Studios Introduction GDC 2013 Lowlevel Thinking in Highlevel Shading Languages Covered the basic shader features set Float
Presentation Embed Code
Download Presentation
Download Presentation The PPT/PDF document "Low-level Shader Optimization for Next-G..." is the property of its rightful owner. Permission is granted to download and print the materials on this website for personal, non-commercial use only, and to display it on your personal computer provided you do not modify the materials and that you retain all copyright notices contained in the materials. By downloading content from our website, you accept the terms of this agreement.
Low-level Shader Optimization for Next-Gen and DX11: Transcript
Emil Persson Head of Research Avalanche Studios Introduction GDC 2013 Lowlevel Thinking in Highlevel Shading Languages Covered the basic shader features set Float ALU ops New since last year. Graphics . and Performance. DirectX . 12. . Max McMullen. Direct3D Development Lead. Microsoft. It’s been a busy year…. API is largely complete, with working drivers. Over 50% of gamers have DirectX 12 hardware. Game Engines & GPUs:. Current & Future. Johan Andersson. Rendering Architect. 2.5. Agenda. Goal. Share and discuss current & future graphics use cases in our games and implications for graphics hardware. Team Members: . . David Sierra . . Erwin . Holzhauser. . . Matt . Faller. Project Sponsors: . . Mangesh. . Nijasure. Todd Martin. Saad. . Arrabi. The need for tessellation:. The industry demands a higher graphical fidelity. Tuck-Boon Chan, . Kwangsoo. Han, Andrew B. . Kahng. , Jae-. Gon. Lee and . Siddhartha . Nath. VLSI CAD LABORATORY, UC San Diego. Outline. Motivation and Previous Work. Our Approach. Experimental Setup. Or, How much wood could a woodchuck chuck if a woodchuck could chuck . n. pieces of wood in parallel?. Wojtek Rajski, Nels Oscar, David Burri, Alex Diede. Introduction. We have seen how to improve performance through exploitation of:. Team Members: . . David Sierra . . Erwin . Holzhauser. . . Matt . Faller. Project Sponsors: . . Mangesh. . Nijasure. Todd Martin. Saad. . Arrabi. The need for tessellation:. The industry demands a higher graphical fidelity. Alexander . NadeL . and . Vadim Ryvchin. Intel. Tacas. 2016. Bit-vector – (example: unsinged 7 bit type). Logical Operands (OR, AND, XOR, IMPLIES, ITE…). Basic math operands (+, -, *, /, mod, >, <, …). Emil Persson. Head of Research, Avalanche Studios. Introduction. Last year's talk. “Low-level Thinking in High-level Shading Languages”. Covered the basic shader features set. Float ALU ops. New since last year. Tuck-Boon Chan, . Kwangsoo. Han, Andrew B. . Kahng. , Jae-. Gon. Lee and . Siddhartha . Nath. VLSI CAD LABORATORY, UC San Diego. Outline. Motivation and Previous Work. Our Approach. Experimental Setup. Nick Kitten. What I’ll be Talking About. Abstract overview. of . GPU pipeline. How . Pixel Shaders . work. Applications. Techniques. Tools available for creation. Pipeline Levels of Detail. Models. T. Chen, T. Moreau, Z. Jiang, L. Zheng, S. Jiao, E. Yan, H. Shen, M. Cowan, L. Wang, Y. Hu, L. . Ceze. , C. . Guestrin. , and A. Krishnamurthy . Presentation by Grzegorz . Current & Future. Johan Andersson. Rendering Architect. 2.5. Agenda. Goal. Share and discuss current & future graphics use cases in our games and implications for graphics hardware. Areas. Engine overview. Linda . M. Collins, Ph.D.. The Methodology Center and. Department of Human Development & Family . Studies. Penn State. Presented at Grand Rounds. Yale Center for Implementation Science. co-sponsor: Center for Methods of Implementation and Prevention Science. CSE 3541. Prof. Roger Crawfis. More Complex Lighting. Diffuse and Specular shading can get quite complex. . Phong. and . Gouraud. shading models are more ad-hoc.. Other models take into account microfacets and sub-surface scattering..
Download Document
Here is the link to download the presentation.
"Low-level Shader Optimization for Next-Gen and DX11"The content belongs to its owner. You may download and print it for personal use, without modification, and keep all copyright notices. By downloading, you agree to these terms.
Related Documents