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  1. This way you need to upload a lot less data wich is usually the main bottleneck of fully dynamic quad rendering. make a max quad count and then split your batches into n draws with m <= max elements. you can also just not use an indexbuffer. then you have 50% more vertex invocations wish should be very cheap still as even many many quads are still relatively little work for a gpu.

  2. using bi-cubic B´ezier patches. Other quad-only patching schemes can be applied to rendering with hardware tessellation [Myles et al. 2008b; Ni et al. 2008]. Myles et al.[2008a] propose a method to support pentagonal patches as well as quads and triangles. The use of Gregory patches allows Loop et al.[2009] to achieve both high quality and ...

  3. Apr 6, 2010 · To get the usual normalized [0,1] range across the visible viewport, we just need to make the corresponding texcoords for the vertices tiwce as big, and the barycentric interpolation will yield exactly the same results for any viewport pixel as when using a quad. This approach can of course be combined with attribute-less rendering as suggested ...

  4. GROMACS – GPU Implementation Written using Brook by non-graphics programmers – Offloads force calculation to GPU (~80% of CPU time) – Force calculation on X1800XT is ~3.5X a 3.0GHz P4 – Overall speed up on X1800XT is ~2.5X a 3.0GHz P4 Not yet optimized for X1800XT – Using ps2b kernels, i.e. no looping

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  5. On the backend, SDL has its own software rendering command queue. Every draw call for a quad (a rectangle) uses a custom SDL_alloc function to dynamically allocate the memory required for that quad and command, puts it on the queue, and then flushes and executes that queue when the program calls SDL_RenderPresent (which itself calls the actual ...

  6. Feb 27, 2020 · In a GPU-centric design, we can use vkCmdDrawIndirect or vkCmdDrawIndirectCountKHR (provided by KHR_draw_indirect_count extension, promoted to core Vulkan 1.2) and fetch per-draw constants using gl_DrawIDARB (provided by KHR_shader_draw_parameters extension) as an index instead of push constants. The only caveat is that for GPU-based submission ...

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  8. Jun 23, 2023 · Most general-purpose 3D/GPU rendering systems have a concept of “material”. A material is a definition of how surfaces should appear, separate from the shape of the object that has those surfaces. Or, we can say that it is information about the object that is conveyed separately from the vertices. (Exactly what information makes up a ...

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