Away3d: A million little triangles

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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.

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Away3d: A million little triangles

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

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