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. 11 3266 2453 4819 3483 4819 3483 3604 3604 Anthem Dentegra Dentegra Family Plan Type High Low High Low Low High Low High Low High Low Low Low Diagnostic Preventive DP 100 80 100 100 100 100 100 100 100 100 100 100 100 Basic Services 75 60 80 50 60 8 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. Shaders. Experimentations on Improving . shader. & Effect workflow. Shader. in existing engines. Engine needs to generate many . shaders. Lot of . permutations. Comes from many places . (material, . Patrick Cozzi. University of Pennsylvania. CIS 565 - . Fall 2012. Agenda. Today: OpenGL shaders and uniforms. Later: efficient buffer usage. OpenGL. Is a C-based API. Is cross platform. Is run by the . in . Super Win the Game. specifically in regards to the NES. and maybe also some notes on audio if there’s time. J. Kyle Pittman // Dallas Society of Play. Introduction. History. Began as a game jam project. Direct3D Development Lead. 3-564: Direct3D 12 API Preview. Direct3D 12 API Preview. 3-564. Goals & Assumptions. Preview of Direct3D 12. More API . details in future talks. Assuming . familiarity with Direct3D 11. 劉哲宇. ,. Liou. . Jhe. -Yu. Outline. GPU Architecture history. Taxonomies for Parallel . Rendering. Tile-based rendering. Fixed function pipeline . Separated . shader. architecture. Unified . shader. Patrick Cozzi. University of Pennsylvania. CIS 565 - . Fall . 2014. OpenGL. Is a C-based API. Is cross platform. Is run by the . ARB. : Architecture Review Board. Hides the device driver details. OpenGL . 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. CSE 291 [Winter 2015]. , Lecture . 4. Brief Intro to Programmable . Shaders. . http://. www.cs.ucsd.edu. /~. ravir. OpenGL Rendering Pipeline. Geometry . Primitive . Operations. Pixel. Operations. Scan . code camp. fall . 2008. Richard Thomson. DAZ . 3D. www.daz3d.com. Direct3D 11. CTP in November 2008 DirectX SDK. Vista (and beyond) only, not on XP. Evolution of Direct3D 10. Compatible with D3D 10 cards. COMP 175: Computer Graphics. April 18, 2018. Last week, we discussed the many of the new “tricks” in Graphics require low-level access to the Graphics pipeline. For example, using textures, which is a pain in regular OpenGL.. 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. 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