Stack Exchange Network

Stack Exchange network consists of 175 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers.

Visit Stack Exchange

Questions tagged [optimisation]

The tag has no usage guidance.

2
votes
1answer
23 views

Compute shader textures compared 2D float4 arrays

I am wondering is there a difference in performance between using floating point textures as my 2D float4 array vs just passing in 2D float4 arrays? 2D float arrays eliminate the need to do texture ...
2
votes
1answer
96 views

Rays (~1k) intersecting triangle meshes (~100k) with ca. 100 vertices each

I am looking for a way to efficiently compute ray-triangle intersections for a large number of rays (~1k) and a large set of triangle-mesh bodies (~100k) with each composed of several hundred faces. ...
1
vote
1answer
254 views

How does notch's new graphics engine work?

@notch has recently been posting on an engine he is developing. He claims that it is voxel-based and supports deformable terrain, with a render distance of almost 1000 000 voxels and real-time ...
9
votes
1answer
265 views

The most performant way to organize vertex data on modern GPUs

Say I have a model made up of vertices, each with position, normal, tangent, and ...
5
votes
1answer
71 views

Do stencil tests use any acceleration techniques?

Stencil bits are often used for optimizations, for instance having full screen lighting passes only affect certain pixels. Does the stencil test mechanism use any acceleration structures of any kind (...
11
votes
2answers
4k views

GL_STATIC_DRAW vs GL_DYNAMIC_DRAW vs GL_STREAM_DRAW: does it matter?

In OpenGL the buffer object functions (glBufferData, glBufferSubData, and probably a few others) have a parameter ...
1
vote
1answer
121 views

How do I handle uniforms in a deferred renderer?

I'm currently working on a renderer that tries to minimize the amount of state changes when drawing objects. During each frame the client submits draw instances (the client provides a render state (...
2
votes
0answers
269 views

fragment shader median/weigthed sum of neighbors depth values (optimization)

I've implemented a ping pong rendering that does something according to constraints on the current fragment : (1) The value of the fragment depth is equal to the median of neighbors depth values (2) ...
6
votes
1answer
535 views

How much precision do I need in my G-Buffer?

I'm in the process of working out how to pack all the information I need for a Physically Based Deferred Renderer into a G-Buffer without using an obscene amount of render targets. What I have so ...
4
votes
1answer
262 views

Machine Learning and Computer Graphics

Is there currently anyone working on a link between these two fields? I have a hunch that, due to the repetitive nature of sampling, there could be a good bit to gain in the area of ray tracing using ...
1
vote
0answers
100 views

Model UVs optimization

This is related to question on SO (but the purpose of this question is different). I have model with UVs (3DS max UVW editor screenshot) I have grouped some unused parts of UVs on the top right ...
4
votes
1answer
179 views

OpenGL ES Frag Shader - Branching

Working on optimizing a fragment shader which is slowing down my OpenGL ES 2.0 shader based game. This is used with a shadow buffer to determine if the fragment/pixel is inside a shadow volume. The ...
8
votes
2answers
157 views

Encode two R11G11B10F buffers into one using Y'CbCr?

We are trying to optimize Lighting in fillrate. Integrated graphics chips are very slow in memory access. There are two Light Buffers: one for Diffuse and one for Specular. Both use format R11G11B10F....
2
votes
0answers
49 views

detect blurred zones after conversion to black & white

I'm working on a document storage project and i found a problem. After converting/compressing a scanned document to black & white sometimes, some areas of the document are unreadable because ...
1
vote
0answers
393 views

Billboards or impostors when objects' instances are re-scaled [closed]

Billboarding/impostors mean, roughly, representing complex 3D objects in 2D or with simple quadrilaterals, for the sake of LOD systems. Consider the case of rendering a very numerous asteroid field ...
2
votes
1answer
326 views

scan line algorithm is too slow?

This is my code of the algorithm for making triangles :- ...
3
votes
1answer
80 views

Data fitting SVBRDF with L-M

I am reading two shot svbrdf capture . I want to understand the data fitting. For example, I have my input image 3000x2000 pixels, and I divide it to create my source tiles of 192x192 pixels. The way ...
5
votes
1answer
126 views

Image based lighting, tangent space coordinates, and optimization

When I saw an implementation of normal mapping that computed the TBN matrix in the vertex shader and converted everything (in particular the view vector and light vector) to tangent space at that ...
7
votes
2answers
197 views

What methods/technologies to reduce required performance for virtual reality are there?

I'm interested in virtual reality, but according to some sources, less than 1% of computers in use today have the necessary performance to run modern VR games, granted many of them are not intended ...
1
vote
0answers
31 views

Optimise drawing contour maps representing gravity

I'm drawing a contour map representing gravity. The algorithm is: For each point on the screen (1 pixel per point) I calculate the gravitational pull for each object and combine (using Newtons law ...
7
votes
1answer
417 views

The meaning of early ray termination and front-to-back traversal in ray tracing

I'm new to computer graphics. These days I've been trying to understand how ray tracing using an acceleration data structure works. I came across the term "early ray termination" several times, I ...
8
votes
1answer
10k views

How many polygons in a scene can modern hardware reach while maintaining realtime, and how to get there?

A fairly basic, in some ways, question, but one that many people, myself included, don't really know the answer to. GPU manufacturers often cite extremely high numbers, and the spread between polygon ...
5
votes
0answers
118 views

How much processing power does stenciling actually save?

For example, let's assume I'm rendering cascaded shadow mapping, but for whatever reason, instead of one of the typical approach, I do the following: Render the lowest resolution shadowmap Copy part ...
24
votes
2answers
8k views

How can virtual texturing actually be efficient?

For reference, what I'm referring to is the "generic name" for the technique first(I believe) introduced with idTech 5's MegaTexture technology. See the video here for a quick glance on how it works. ...
9
votes
2answers
798 views

Is using many texture maps bad for caching?

If I have many textures (say 5+ maps) bound to the same texture unit, does it work worse for cache than if I had only 2 or 3 textures?
9
votes
1answer
1k views

How does Texture Cache work in Tile Based Rendering GPU

How does cache work with tile based rendering? Are there any tips on how to improve cache hit ratio for it? (for instance, if tiles are processed horizontally and I have vertical segments of ...
4
votes
0answers
440 views

How Texture Prefetch works? [closed]

I know GPU prefetches textures and that's why dependent texture reads are slower, but how does it work and at what point that happens? EDIT: Split the content of this question into others as ...
22
votes
2answers
4k views

What is the cost of changing state?

Programmers are supposed to have a fairly good idea of the cost of certain operations: for example the cost of an instruction on CPU, the cost of a L1, L2, or L3 cache miss, the cost of a LHS. When ...