Questions tagged [performance]

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In Metal, what performance advantages are there, if any, to using vertex descriptors and the [[stage_in]] qualifier?

Metal seems to provide two very different ways to access vertex data in your vertex shader. You can: Create an MTLVertexDescriptor object, which describes vertex ...
lcmylin's user avatar
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3 votes
0 answers
56 views

Profile GPU performance in Direct3D 11

I'm trying to profile a d3d11 application using queries (pretty much exactly as described here). I noticed something strange with the data I was getting from the queries and I think I managed to ...
leone ruggiero's user avatar
3 votes
0 answers
64 views

Intel UHD extremely slow copy operations

Is there a way to make copy operations such as CopyResurce(d3d11) and glBlitFramebuffer(ogl) on multi-sample resources faster ...
leone ruggiero's user avatar
3 votes
0 answers
278 views

Projecting light shapes

I am wondering how professional light visualizer software (like Capture Argo - WYSIWYG - Realizzer - LightConverse) project the lights on the objects (like stage, floor, people), even projecting the ...
Freddy Violato's user avatar
2 votes
0 answers
168 views

Sparse voxel oct tree tracing, optimization tricks?

I have a working oct-ree raytracer and I am applying it to the sponza. The algorithm I have designed works like this at a high level: Collide with the bounding box of the model, move your ray to that ...
Makogan's user avatar
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2 votes
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254 views

Using GPU instead of CPU in Scala

I wrote a program that displays points expressed in 3D in a 2D canvas, using perspective projection. The aim is to display a cube. Each face of the cube is drawn by linearly interpolating the points ...
JarsOfJam-Scheduler's user avatar
1 vote
0 answers
53 views

Vulkan (Hardware) Path Tracing Formulation

I've been implementing a path tracer in Vulkan using the VK_ray_tracing extension and am a bit confused on how to set up the pipeline. Currently I've been following the style of the Reference Path ...
sshashank124's user avatar
1 vote
0 answers
87 views

Most efficient way to calculate signed distance field (SDF) for pixel subsamples?

Looking how to utilize as much parallelization processing as possible for the following task: A screen-sized texture is completely black except for blue pixels which are in close proximity to geometry ...
Daniel Cardin's user avatar
1 vote
0 answers
131 views

GLSL : Extremely slow compilation when using loop

I am making multiple gradients with GLSL. However, when I started using a loop instead of a lengthy else if condition, the compile time jumped from 2-4sec to 40sec !...
Ambroise Rabier's user avatar
1 vote
0 answers
35 views

How are 2D graphics rendered in HTML canvas

I was making some circles in the HTML Canvas element and the circles were so smooth. In a sense that you cant see any vertices. I normally work in unity and I you make a shape in 3d you most of the ...
FutureCake's user avatar
1 vote
0 answers
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Optimizing texture fetches with higher mip levels

Let's say I have some shader program in DirectX or OpenGL rendering a full screen quad. And in a pixel/fragment shader I sample some huge textures at random texture coordinates. That is one same ...
Emil Kabirov's user avatar
1 vote
0 answers
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Is a smaller local-size/threadgroup-size better for compute shader performance?

A compute shader defines the number of threads it requires to be executed. This number can be called "local size" or "threadgroup size" according to the API, and be factored into 3 separate dimensions ...
wip's user avatar
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1 vote
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Can I voxelize 3D set of points without reconstructing surface first?

I have huge point cloud data I want to render them at interactive frame frate. Process I know is 1.point cloud data 2.triangulate it using delnauy or other triangulation algo 3.surface ...
PixelClear's user avatar
0 votes
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172 views

Good way of implementing an efficient tilemap renderer

I am new to graphics programming and I'm trying to create an efficient 2D tilemap renderer (using rust and wgpu (webgpu)). My current implementation My current implementation consists of: A Rust-Vec (...
Q4LEX's user avatar
  • 1
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34 views

Is there a Performance Penalty for LOD objects with different topology?

I have a fairly complex-shaped object I've modeled, and in creating the LOD meshes, I've merged some verts, deleted some and even added some after in cases where this manipulation produced an n-gon. ...
Logan J's user avatar
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I am trying to find a clip about the art of old computer graphics

I have saw a clip where a guy talked about the art of squeezing some nice graphics into a very small space that was available on old computers. Come to think of it, it sounded something like today's ...
Radoshan's user avatar
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218 views

Software Rendering Display Latency

I've been doing some reading as to how to reduce input delay on modern computing devices. A lot of my understanding from this comes from the VR research paper by Carmack explaining the numerous ...
MiloticMaster's user avatar