071025 / Motion Cards previous | next Here is a shot from todays work. It is of a 360 degree fisheye projection of a few thousand motion cards rotating around the camera really really fast. Triangle Reduction, From 4 to 1 Today I rewrote the motion card engine again, this time with a single triangle per motion card instead of 4. The aim here is to increase the efficiency of the geometry side of the engine now that I am planning on rendering 6 sides of a cubemap per frame. One thing I am guessing on is that when the GPU rasterizes small triangles which only cover a few pixels, that a chunk of SPUs are shading pixels which are not even in the polygon (since the GeForce 8 series has something like 8x4 fragment shader granularity). So changing from four tiny triangles per particle to one should provide somewhat of a performance boost in the fragment shading as well. Ellipsoid Rendering Anyone remember the Ecstatica game series from Psygnosis in 1997? Here is a screen shot,  The Atom engine is similar in concept, but taken to the next level. Instead of rendering with polygons, the basic primitive in the engine is an ellipsoid, limited to 2 radii instead of three. The motion card part of the engine composites the motion blurred ellipsoids into the framebuffer, and the rendering part of the engine turns each ellipsoid into a shaded impostor. Here is a few flat shaded ellipsoid primatives (fisheye projection curves them). Then a little motion. Then a lot of motion. And finally showing triangle primitives created by a large motion case. The engine uses a alpha falloff under motion to insure a correct transparency for each moving particle. What's Next Still need to find a faster output path than the geometry shaders. I'm thinking of trying a trick to use transform feedback on points (one point per motion card) in a vertex shader and then output three interleaved attributes (for the triangle) in a VBO. Then later read in as a non-interleaved array of vertexes for triangles for all my cubemap passes. | Atom ©2008/2007 Timothy Farrar Latest Blog Entries 080826 . olick paper 080814 . otoy, braid 080813 . opengl 3 II 080811 . opengl 3 080806 . random stuff 080718 . nv perf kit 080709 . antialiasing 080704 . micro polys II 080628 . micro polys 080524 . triangles 080426 . parallel II 080319 . beyond the vacuum 080223 . human head + parallel 080114 . xp install
Index 000000 . index
Graphics 080709 . antialiasing 080704 . micro polys II 080628 . micro polys 080524 . triangles 080319 . beyond the vacuum 071130 . GPU only 071121 . deferred 3 071116 . deferred 2 071103 . random shots 071025 . motion cards 071018 . cubemap concepts 071015 . drawing reverse II 070926 . drawing in reverse 070822 . new pipeline progress 070819 . high dynamic range 070817 . video update 070810 . engine lighting 070809 . engine videos 070731 . screen shots 070713 . micro impostors 070711 . infinite LOD 070710 . graphics engine intro
Interaction 071204 . GPU only 2 071018 . cubemap concepts 070816 . CFD videos 070730 . CFD code 070715 . self healing
Networking 070708 . breaking firewalls 070707 . management servers 070706 . 510 players / 128Kbps 070705 . UDP player bandwidth 070704 . network latency 070703 . cost of bandwidth
Sound 070709 . 3D audio / KEMAR
Language 070921 . assembler in atom4th 070919 . editor working 070915 . chicken and egg 070912 . font making 070910 . 2 4th | !2 4th
Elsewhere andrew selle adrian crook alex champandard angelo pesce aras pranckevicius benjamin hanson brian karis cedrick collomb christer ericson chris hecker cort stratton craig reynolds dave moore david lenihan davide pasca ignacio castano jeremy shopf jonas risbrandt ke-sen huang marco salvi mike acton mingw nick porcino oss pete shirley pierre terdiman pixar papers realtime rendering ron fedkiw tom forsyth vincent scheib wolfgang engel All Blog Entries 080826 . olick paper 080814 . otoy, braid 080813 . opengl 3 II 080811 . opengl 3 080806 . random stuff 080718 . nv perf kit 080709 . antialiasing 080704 . micro polys II 080628 . micro polys 080524 . triangles 080426 . parallel II 080319 . beyond the vacuum 080223 . human head + parallel 080114 . xp install 080108 . 2008 071207 . G84 071204 . GPU only 2 071130 . GPU only 071126 . opt+more 071121 . deferred 3 071116 . deferred 2 071115 . critic 2 071112 . critic 071108 . GPU assembly 2 071104 . GPU assembly 071103 . random shots 071031 . cubemap seams 071026 . transform feedback 071025 . motion cards 071024 . GS woes 071019 . cubemap woes 071015 . drawing reverse II 070930 . porting to sm3.0? 070926 . drawing in reverse 070921 . assembler in atom4th 070919 . editor working 070915 . chicken and egg 070912 . font making 070910 . 2 4th | !2 4th 070822 . new pipeline progress 070819 . high dynamic range 070818 . DFES 070817 . video update 070816 . CFD videos 070810 . engine lighting 070809 . engine videos 070731 . screen shots 070730 . CFD code 070715 . self healing 070713 . micro impostors 070712 . fragment raytracer 070711 . infinite LOD 070710 . graphics engine intro 070709 . 3D audio / KEMAR 070708 . breaking firewalls 070707 . management servers 070706 . 510 players / 128Kbps 070705 . UDP player bandwidth 070704 . network latency 070703 . cost of bandwidth 070702 . market research
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