Your SlideShare is downloading. ×
Away3d: A million little triangles
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×

Saving this for later?

Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime - even offline.

Text the download link to your phone

Standard text messaging rates apply

Away3d: A million little triangles

1,142
views

Published on

3D computer graphics have existed for decades, and these days are almost an accepted ability of any digital platform – from phone to tablet, laptop to desktop pc. Even with the vast amount of power …

3D computer graphics have existed for decades, and these days are almost an accepted ability of any digital platform – from phone to tablet, laptop to desktop pc. Even with the vast amount of power in today’s generation of devices, there has always been some upper limit to work around, made all the more complex by the breadth of GPU processors in circulation. In the multi-platform world of today, consistency is the new holy grail – the ability to maintain a quality of performance across many different devices. In this session, Rob explores some of the tricks of the trade that can help release the 3D developer from their never-ending battle between performance and quality.


0 Comments
2 Likes
Statistics
Notes
  • Be the first to comment

No Downloads
Views
Total Views
1,142
On Slideshare
0
From Embeds
0
Number of Embeds
2
Actions
Shares
0
Downloads
9
Comments
0
Likes
2
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide

Transcript

  • 1. INTRODUCTIONSrob batemanwww.infiniteturtles.co.ukwww.away3d.comwww.awaymedia.co.uk@robnet
  • 2. INTRODUCTIONSrob batemanwww.infiniteturtles.co.ukwww.away3d.comwww.awaymedia.co.uk@robnet
  • 3. INTRODUCTIONSrob batemanwww.infiniteturtles.co.ukwww.away3d.comwww.awaymedia.co.uk@robnet
  • 4. INTRODUCTIONSrob batemanwww.infiniteturtles.co.ukwww.away3d.comwww.awaymedia.co.uk@robnet
  • 5. INTRODUCTIONSrob batemanwww.infiniteturtles.co.ukwww.away3d.comwww.awaymedia.co.uk@robnet
  • 6. INTRODUCTIONSwww.theawayfoundation.org
  • 7. INTRODUCTIONSAway3D 4.1 Alpha
  • 8. IN THE BEGINNING
  • 9. PROTO-GFXSAGE (United States Military)
  • 10. PROTO-GFXDAC-1 (General Motors & IBM)
  • 11. PROTO-GFX LDS-1 (Evans & Sutherland)picture source: www.es.com
  • 12. EVOLUTIONSilicon Graphics Inc. (1981)
  • 13. EVOLUTIONAmiga (1985)
  • 14. EVOLUTIONAmiga 1000 (1985)
  • 15. EVOLUTIONAmiga (1985)
  • 16. EVOLUTIONSGI open sources IRIS GL
  • 17. MODERN GPUsS3 ViRGE (1995)
  • 18. MODERN GPUs3DFX Voodoo (1996)
  • 19. MODERN GPUs3DFX Voodoo (1996)
  • 20. MODERN GPUs3DFX Voodoo (1996)
  • 21. MODERN GPUsNVIDIA GeForce 3 (2001)
  • 22. MODERN GPUs iPhone 3GS (2009)picture source: www.apple.com
  • 23. WHERE THIS LEAVES US
  • 24. BOTTLENECKS VRAM RAM GPU CPUpicture source: the simpsons BUS
  • 25. BOTTLENECKSpicture source: the simpsons
  • 26. COMPLEXITY VERTEX DENSITY x TEXTURE DENSITY xVISIBILITY SPECTRUM
  • 27. COMPLEXITYpicture source: www.ericchadwick.com
  • 28. COMPLEXITYpicture source: www.ericchadwick.com
  • 29. COMPLEXITY MODEL VERTICES ≠ GPU VERTICESpicture source: www.ericchadwick.com
  • 30. COMPLEXITYpicture source: www.ericchadwick.com
  • 31. COMPLEXITYpicture source: www.ericchadwick.com
  • 32. TECHNIQUES“Its more important to knowwhat to optimise than howto optimise” Michael Abrash
  • 33. TECHNIQUESAdobe Scout
  • 34. TECHNIQUESSponza Multipass demo
  • 35. TECHNIQUESGPU texture compression
  • 36. TECHNIQUESGPU animation
  • 37. TECHNIQUESGPU particles
  • 38. TECHNIQUESInvawayders
  • 39. SHOWREEL
  • 40. SHOWREEL
  • 41. SHOWREEL
  • 42. THANK YOUrob batemanwww.infiniteturtles.co.ukwww.away3d.comwww.awaymedia.co.ukwww.theawayfoundation.org@robnet