그래픽 최적화를 위해서 필수로 알아야하는 드로우콜과 배칭을 심화하여 다룹니다. 드로우콜의 개념, Batch와 SetPass Call의 차이, 드로우콜 감소 방법 등등 기초 개념부터 실무적인 깊이까지 다룹니다. 기반지식 여부 상관 없이 모두 들으실 수 있습니다. 특히 아티스트와 프로그래머에게 도움이 될 것입니다.
유니티의 기본 툰셰이딩을 이용하여, 애니메이션 풍의 카툰 렌더링을 구현 하는 방법입니다.
아래 내용을 번역 하였습니다.
http://qiita.com/MuRo_CG/items/c417ef6d6cbeed3dd42b
In recent years, there has been a significant maturation in ray tracing technology. With Vulkan officially embracing ray tracing within its specifications, and mobile device GPUs beginning to offer support, the landscape is evolving rapidly. This agenda promises to delve into the foundational principles of ray tracing, the integration of ray tracing into Vulkan, and the essential rendering pipeline of Lumen in UE5. Furthermore, it will offer invaluable insights from content creators on the most effective strategies for maximizing the performance of Lumen on mobile.
This document summarizes the rendering techniques used in the video game Space Marine. It discusses the goals of supporting multiple platforms while maintaining frame rate. It describes the implementation of deferred lighting using a single render target to store G-buffer information. Key techniques include depth pre-pass, deferred shadow mapping, screen space ambient occlusion, character fill lights, and ambient saturation. Performance optimizations included approximating the Oren-Nayar lighting model and drawing lights in multiple passes with stencil masking.
Optimizing the Graphics Pipeline with Compute, GDC 2016Graham Wihlidal
With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will present how the compute power of the console and PC GPUs can be used to improve the triangle throughput beyond the limits of the fixed function hardware. The discussed method shows a way to perform efficient "just-in-time" optimization of geometry, and opens the way for per-primitive filtering kernels and procedural geometry processing.
Takeaway:
Attendees will learn how to preprocess geometry on-the-fly per frame to improve rendering performance and efficiency.
Intended Audience:
This presentation is targeting seasoned graphics developers. Experience with DirectX 12 and GCN is recommended, but not required.
Tales from the Optimization Trenches - Unite Copenhagen 2019Unity Technologies
In this talk, you'll learn about the tools and techniques that Unity's Consulting and Development team uses to identify and fix performance issues. The team travels the world visiting customers and conducting Project Reviews, in-depth engagements to locate and resolve performance bottlenecks. This session is designed to help you apply their knowledge to your Unity projects, so you'll see examples of real-life performance problems, their solutions, and receive up-to-date best practice advice.
Speaker: Ignacio Liverotti – Unity
Watch the session on YouTube: https://youtu.be/GuODu4-cXXQ
CyberConnect2에서는 2013년부터 DirectX11세대용 멀티플랫폼엔진 개발을 시작하였으며, 제작 시 발생하였던 문제점을 DirectX9와의 차이점을 바탕으로 공유하고자 합니다.
이 세션은 DirectX11의 개발이 처음이거나 관심 있으신 분을 대상으로 합니다. Tessellation 이나 OIT와 같은 최신기술은 다루지 않으므로 주의하시기 바랍니다.
Built for performance: the UIElements Renderer – Unite Copenhagen 2019Unity Technologies
In this technical talk, we will describe the science behind the UIElements rendering system, built from the ground up for retained-mode UI. It uses every CPU/GPU trick in the book to render thousands of different elements onscreen in a fraction of a millisecond, all on one thread. This powerful UI performance and optimization tool also supports complex features like clipping and vector graphics, even on low-end devices.
Speaker: Wessam Bahnassi – Unity
Watch the session on YouTube: https://youtu.be/zeCdVmfGUN0
The document discusses Unity workflow for VR, including precautions for performance and the editor's VR. It provides links to tutorials on Unity and Oculus best practices, as well as designing for VR. It discusses differences between physical movement and eye input, and recommends limiting camera rotation and excessive acceleration in VR. It also addresses rendering performance considerations in Unity like draw calls and batching, culling, garbage collection, and optimizations for mobile like textures and polygons.
This document summarizes the rendering techniques used in the video game Space Marine. It discusses the goals of supporting multiple platforms while maintaining frame rate. It describes the implementation of deferred lighting using a single render target to store G-buffer information. Key techniques include depth pre-pass, deferred shadow mapping, screen space ambient occlusion, character fill lights, and ambient saturation. Performance optimizations included approximating the Oren-Nayar lighting model and drawing lights in multiple passes with stencil masking.
Optimizing the Graphics Pipeline with Compute, GDC 2016Graham Wihlidal
With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will present how the compute power of the console and PC GPUs can be used to improve the triangle throughput beyond the limits of the fixed function hardware. The discussed method shows a way to perform efficient "just-in-time" optimization of geometry, and opens the way for per-primitive filtering kernels and procedural geometry processing.
Takeaway:
Attendees will learn how to preprocess geometry on-the-fly per frame to improve rendering performance and efficiency.
Intended Audience:
This presentation is targeting seasoned graphics developers. Experience with DirectX 12 and GCN is recommended, but not required.
Tales from the Optimization Trenches - Unite Copenhagen 2019Unity Technologies
In this talk, you'll learn about the tools and techniques that Unity's Consulting and Development team uses to identify and fix performance issues. The team travels the world visiting customers and conducting Project Reviews, in-depth engagements to locate and resolve performance bottlenecks. This session is designed to help you apply their knowledge to your Unity projects, so you'll see examples of real-life performance problems, their solutions, and receive up-to-date best practice advice.
Speaker: Ignacio Liverotti – Unity
Watch the session on YouTube: https://youtu.be/GuODu4-cXXQ
CyberConnect2에서는 2013년부터 DirectX11세대용 멀티플랫폼엔진 개발을 시작하였으며, 제작 시 발생하였던 문제점을 DirectX9와의 차이점을 바탕으로 공유하고자 합니다.
이 세션은 DirectX11의 개발이 처음이거나 관심 있으신 분을 대상으로 합니다. Tessellation 이나 OIT와 같은 최신기술은 다루지 않으므로 주의하시기 바랍니다.
Built for performance: the UIElements Renderer – Unite Copenhagen 2019Unity Technologies
In this technical talk, we will describe the science behind the UIElements rendering system, built from the ground up for retained-mode UI. It uses every CPU/GPU trick in the book to render thousands of different elements onscreen in a fraction of a millisecond, all on one thread. This powerful UI performance and optimization tool also supports complex features like clipping and vector graphics, even on low-end devices.
Speaker: Wessam Bahnassi – Unity
Watch the session on YouTube: https://youtu.be/zeCdVmfGUN0
The document discusses Unity workflow for VR, including precautions for performance and the editor's VR. It provides links to tutorials on Unity and Oculus best practices, as well as designing for VR. It discusses differences between physical movement and eye input, and recommends limiting camera rotation and excessive acceleration in VR. It also addresses rendering performance considerations in Unity like draw calls and batching, culling, garbage collection, and optimizations for mobile like textures and polygons.
Optimizing mobile applications - Ian Dundore, Mark Harknessozlael ozlael
This document provides tips and best practices for optimizing mobile applications. It discusses using profiling tools like Instruments to identify performance issues. Specific topics covered include reducing startup time, examining callbacks and coroutines, identifying asset loads, and reducing memory usage. The document also provides recommendations for reducing CPU usage through techniques like splitting canvases, avoiding string manipulation, and replacing direct callbacks with an update manager.
유니티 그래픽 최적화, 어디까지 해봤니 (Optimizing Unity Graphics) Unite Seoul Ver.ozlael ozlael
This document provides guidance on optimizing graphics in Unity. It discusses common bottlenecks like draw calls and provides techniques for reducing them, such as batching and profiling. Specific optimization techniques covered include image-based lighting, shadow mapping, physically based rendering, and level of detail systems. The document emphasizes identifying and addressing bottlenecks through profiling on target devices.
The document discusses various graphics optimization techniques for game development using Unity, including reducing draw calls through batching, profiling to identify bottlenecks, using level of detail for 3D models, image-based lighting, and physically based rendering. It provides examples of optimizing a game by changing from deferred to forward rendering, using GPU skinning, reducing polygon counts, and comparing different lighting approaches. The goal of optimization is to remove bottlenecks by properly analyzing performance using tools like the Unity profiler across different target devices and settings.
- Mobile gaming is a huge and rapidly growing market, with over 2 billion dollars in revenue in 2010 alone, over 50% of which comes from games.
- The hardware in phones and tablets is now comparable to last generation consoles and will surpass current gen consoles within 3 years, allowing for more advanced games.
- To develop for mobile, games need to be optimized for short play sessions, have simple one-finger controls, and be visually impressive while maintaining a low polycount and other optimizations to perform well on mobile devices.
유니티의 라이팅이 안 이쁘다구요? (A to Z of Lighting)ozlael ozlael
This document discusses various lighting techniques used in 3D graphics and Unity, including physically based rendering, light probes, subsurface scattering, pre-integrated skin shading, color grading, reflection probes, indirect lighting, cubemapping, image based lighting, high dynamic range, conservation of energy, and global illumination. It provides examples of lighting in games and images to illustrate different techniques.
This document discusses the COCOS 2D-X game development platform. It provides an overview of COCOS 2D-X and compares it to other platforms like Adobe Flash and Unity3D. It also covers various features of COCOS 2D-X like textures, animation, maps, and plugins. Resources and links are provided for learning more about developing games with COCOS 2D-X.
This document summarizes deferred rendering techniques used in the games Raiderz and Gunz2. It discusses using multiple passes with G-buffers to store normal, depth, diffuse, and specular information. It then shows how light and post effect passes can be used to composite the G-buffer data for shading and lighting. The document provides code examples and discusses techniques such as decals, screen space effects, and reconstructing position from depth for off-screen lighting.
Multi-Resolution Screen-Space Ambient Occlusion (MSSAO) is a technique that computes ambient occlusion (AO) at multiple screen-space resolutions to improve quality. It downsamples geometry and computes low-resolution AO. It then upsamples and blurs AO, recomputes at higher resolutions, and combines results. This captures multiple shadow frequencies better than single-resolution AO. Tests show MSSAO provides higher quality AO than other screen-space methods with less noise and blur, at costs of increased memory usage and potential temporal artifacts on thin geometry.
Bickerstaff benson making3d games on the playstation3ozlael ozlael
The document discusses the history of stereoscopic 3D viewing and displays from the 1830s to present, explains how stereoscopic 3D works by simulating the parallax between the slightly different views from our left and right eyes, and outlines techniques for implementing stereoscopic 3D rendering on the PlayStation 3 including adjusting the interaxial distance and convergence to place virtual objects at the correct depth.
This document discusses techniques for rendering realistic skin in real-time graphics, including subsurface scattering. It describes NVIDIA's approach using multiple blurred layers to simulate light bouncing within skin and compares it to approximations using fewer blurs. Tips are provided such as using more detailed normal maps softened by lighting rather than blurry texture maps. The skin rendering in Uncharted 2 is analyzed, showing how details were increased from early screenshots.
Deferred rendering decouples lighting from scene complexity by calculating lighting in a post-processing step. The Leadwerks Engine previously used forward rendering but had issues with shader variations and light limits. Version 2.1 introduced deferred rendering to address these problems. Deferred rendering provided easier control of per-light settings, smaller shaders, no light limits, and a 50% performance improvement per light. While alpha blending and anti-aliasing were difficult, the benefits of deferred rendering outweighed the few disadvantages.
Deferred shading is a technique where scene geometry is rendered to multiple render targets storing position, normal, and material properties, and then lighting is applied as a post-process. This improves batching and ensures each pixel is lit only once. Challenges include large framebuffer sizes, handling alpha blending and multisampling, but it enables easy addition of new light types and post-processing effects.
Michal Valient of Guerrilla gave a talk on deferred rendering in Killzone 2. The talk covered an overview of forward and deferred rendering, Killzone 2's G-buffer layout, deferred rendering passes such as geometry, lighting accumulation, and post-processing, as well as the use of SPUs in parallelizing rendering tasks like display list generation and image-based lighting. Deferred rendering allowed Killzone 2 to scale well with lighting complexity and reduce overdraw compared to forward rendering.
Peak ground acceleration (PGA) is a critical parameter in ground-motion investigations, in particular in earthquake-prone areas such as Iran. In the current study, a new method based on particle swarm optimization (PSO) is developed to obtain an efficient attenuation relationship for the vertical PGA component within the northern Iranian plateau. The main purpose of this study is to propose suitable attenuation relationships for calculating the PGA for the Alborz, Tabriz and Kopet Dag faults in the vertical direction. To this aim, the available catalogs of the study area are investigated, and finally about 240 earthquake records (with a moment magnitude of 4.1 to 6.4) are chosen to develop the model. Afterward, the PSO algorithm is used to estimate model parameters, i.e., unknown coefficients of the model (attenuation relationship). Different statistical criteria showed the acceptable performance of the proposed relationships in the estimation of vertical PGA components in comparison to the previously developed relationships for the northern plateau of Iran. Developed attenuation relationships in the current study are independent of shear wave velocity. This issue is the advantage of proposed relationships for utilizing in the situations where there are not sufficient shear wave velocity data.
Filters for Electromagnetic Compatibility ApplicationsMathias Magdowski
In this lecture, I explain the fundamentals of electromagnetic compatibility (EMC), the basic coupling model and coupling paths via cables, electric fields, magnetic fields and wave fields. We also look at electric vehicles as an example of systems with many conducted EMC problems due to power electronic devices such as rectifiers and inverters with non-linear components such as diodes and fast switching components such as MOSFETs or IGBTs. After a brief review of circuit analysis fundamentals and an experimental investigation of the frequency-dependent impedance of resistors, capacitors and inductors, we look at a simple low-pass filter. The input impedance from both sides as well as the transfer function are measured.
Module4: Ventilation
Definition, necessity of ventilation, functional requirements, various system & selection criteria.
Air conditioning: Purpose, classification, principles, various systems
Thermal Insulation: General concept, Principles, Materials, Methods, Computation of Heat loss & heat gain in Buildings
Video Games and Artificial-Realities.pptxHadiBadri1
🕹️ #GameDevs, #AIteams, #DesignStudios — I’d love for you to check it out.
This is where play meets precision. Let’s break the fourth wall of slides, together.
Kevin Corke Spouse Revealed A Deep Dive Into His Private Life.pdfMedicoz Clinic
Kevin Corke, a respected American journalist known for his work with Fox News, has always kept his personal life away from the spotlight. Despite his public presence, details about his spouse remain mostly private. Fans have long speculated about his marital status, but Corke chooses to maintain a clear boundary between his professional and personal life. While he occasionally shares glimpses of his family on social media, he has not publicly disclosed his wife’s identity. This deep dive into his private life reveals a man who values discretion, keeping his loved ones shielded from media attention.
Better Builder Magazine brings together premium product manufactures and leading builders to create better differentiated homes and buildings that use less energy, save water and reduce our impact on the environment. The magazine is published four times a year.
As an AI intern at Edunet Foundation, I developed and worked on a predictive model for weather forecasting. The project involved designing and implementing machine learning algorithms to analyze meteorological data and generate accurate predictions. My role encompassed data preprocessing, model selection, and performance evaluation to ensure optimal forecasting accuracy.
Main Menu The metals-black-book-ferrous-metalsRicardo Akerman
Guia técnico e de referência amplamente utilizado nas indústrias metalúrgica, de manufatura, engenharia, petróleo e gás, construção naval, e diversas áreas de manutenção industrial.
Expansive soils (ES) have a long history of being difficult to work with in geotechnical engineering. Numerous studies have examined how bagasse ash (BA) and lime affect the unconfined compressive strength (UCS) of ES. Due to the complexities of this composite material, determining the UCS of stabilized ES using traditional methods such as empirical approaches and experimental methods is challenging. The use of artificial neural networks (ANN) for forecasting the UCS of stabilized soil has, however, been the subject of a few studies. This paper presents the results of using rigorous modelling techniques like ANN and multi-variable regression model (MVR) to examine the UCS of BA and a blend of BA-lime (BA + lime) stabilized ES. Laboratory tests were conducted for all dosages of BA and BA-lime admixed ES. 79 samples of data were gathered with various combinations of the experimental variables prepared and used in the construction of ANN and MVR models. The input variables for two models are seven parameters: BA percentage, lime percentage, liquid limit (LL), plastic limit (PL), shrinkage limit (SL), maximum dry density (MDD), and optimum moisture content (OMC), with the output variable being 28-day UCS. The ANN model prediction performance was compared to that of the MVR model. The models were evaluated and contrasted on the training dataset (70% data) and the testing dataset (30% residual data) using the coefficient of determination (R2), Mean Absolute Error (MAE), and Root Mean Square Error (RMSE) criteria. The findings indicate that the ANN model can predict the UCS of stabilized ES with high accuracy. The relevance of various input factors was estimated via sensitivity analysis utilizing various methodologies. For both the training and testing data sets, the proposed model has an elevated R2 of 0.9999. It has a minimal MAE and RMSE value of 0.0042 and 0.0217 for training data and 0.0038 and 0.0104 for testing data. As a result, the generated model excels the MVR model in terms of UCS prediction.
35. Batch
= Draw Call
+ Set VB/IB (mesh)
+ Set Transform (Shader Constant)
+ Set Shader
+ Set Texture 0~7
+ Set Blending
+ Set Z enable
+ ...
SetPass Call
(Material&Shader)
78. Condition 1
- Batching : No
- Occlusion Culling : No
Condition 2
- Batching : Yes
- Occlusion Culling : No
Condition 3
- Batching : Yes
- Occlusion Culling : Yes
FPS(ms) 41(24.3) 50(20.0) 60(16.6)
Batches 1365 157 94
SetPass Calls 134 142 81
Saved by Batching 0 1207 244
Tris 114.3K 114.3K 28.9K
-4.3ms -3.4ms
-1208 -63
-8 -61
-85.4K
Note :
- This is not the official data.
- This is the rough test. Not the exact reference.
- Keep in mind “case by case”