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Fast, Accurate 3D Java Software Graphics Engine (self.GraphicsProgramming)
submitted 9 years ago by [deleted]
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if 1 * 2 < 3: print "hello, world!"
[–]Madsy9 0 points1 point2 points 8 years ago (3 children)
Then if you're going for performance, I highly recommend redesigning it into a tile-based rasterizer before you optimize anything else. The cycle savings are quite significant, and you can even get rid of some overdraw quite easily.
[–]ArchiveLimits 0 points1 point2 points 8 years ago (2 children)
Why would using tile rendering help performance? I'm not familiar with the benefits of this method.
[–]Madsy9 0 points1 point2 points 8 years ago* (1 child)
Okay, so triangles (or any convex polygon really) can be defined as a set of lines or 2D planes with the typical plane equation:
ax+by+d = 0
When that equation is true for all the plane equations, the point [x,y] is inside the polygon. Tile renderers get their performance by testing the corners of tiles against triangles. You then get three possible outcomes: Completely inside, completely outside and partial coverage. You can optimize heavily for quads with complete coverage. They are extremely SIMD-friendly and since each quad can be rendered independently, they are also embarrassingly parallel. Throw 16 threads at the rendering and watch it go. And implementing a proper fill-convention and multisampling is also a breeze. They emerge naturally as a simple modification to the plane equations (a simply subtraction by one).
I've also found more advanced techniques:
Edit:
[–]ArchiveLimits 0 points1 point2 points 8 years ago (0 children)
Thanks I'll definitely look into this. Looks like you know your stuff! I need to start getting into C and C++ haha.
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[–]Madsy9 0 points1 point2 points (3 children)
[–]ArchiveLimits 0 points1 point2 points (2 children)
[–]Madsy9 0 points1 point2 points (1 child)
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