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UIPainter: Tile-Based Rendering in One Draw Call - Wessel Mast, Tools Programmer, Guerrilla

DevGAMM

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  • Recommended by 2 people: 2 in engineering communities.
  • Presented by Wessel Mast, Tools Programmer at Guerrilla

Advanced. Deep dive for people who know the field.

4.8K views2 years ago2 recommendations

Graphics and audioGame developmentRenderingGPUs, shaders and CUDAUnity, Unreal and Godot

Wessel Mast explains how Guerrilla's Decima engine uses tile-based rendering and signed distance fields to draw complex editor UI in a single draw call.

Every game editor needs a user interface. It is how we allow developers to create content for the game in a visual way. A good UI renderer has clear-cut constraints, like drawing nicely anti-aliased primitives, yet programmers have vastly different approaches to rendering game editor UI. In this session, Wessel Mast, Tools Programmer at Guerrilla, will tell you about how Guerrilla’s editor ‘Decima’ renders UI: how it uses a tile-based renderer, commonly used in light culling, SSAO, depth of field and more, for drawing complex UI in an efficient manner and how it manages to draw thousands of primitives like rectangles, lines and curves in one draw call using signed distance fields. - DevGAMM is the go-to B2B conference for game industry professionals. With a 15-year legacy, the event delivers top-quality content, tailored activities for publishers and developers, opportunities for hiring and effective networking. The current event locations are Lisbon (Portugal), Gdańsk (Poland), and Vilnius (Lithuania). Learn more about DevGAMM – devgamm.com/ Subscribe to our newsletter – eepurl.com/dpj3Sz Become a speaker – bit.ly/3isHdJP Join our community: Facebook – facebook.com/devgamm/ Twitter – twitter.com/devgamm/ LinkedIn – linkedin.com/company/devgamm/ Discord – discord.com/invite/DjmkReyr7w Contact us via email – contact@devgamm.com

Why it's here

2 people recommend this

What people say. Recommended as an interesting presentation on implementing tiled signed distance field UI renderers.

u/corysamain r/gameenginedevs • Recommends

Decima engine - How Guerilla Games' game editor renders its UI 31 min

u/TheOtherZechin r/gameenginedevs • Recommends

On “Mike Turitzin's vid on making a game engine based on dynamic signed distance fields”

This presentation by Wessel Mast is a fun watch for anyone who wants to explore SDF UIs. I'd love to implement a tiled SDF UI renderer for Blender at some point.

u/corysamain r/gameenginedevs • Recommends

On “Which libraries/frameworks should I use to make my own engine?”

Just making sure you've already seen https://www.guerrilla-games.com/read/uipainter-tile-based-ui-rendering-in-one-draw-call link to this video

u/corysamain r/GraphicsProgramming • Mentions

On “Computer Graphics personal projects worth it for a first year interested in Low-level/performance career/internship”

I have not tried this, but in theory you could run Vulkan Safety Critical on QNX Everywhere (student edition) on a Jetson Nano. https://developer.nvidia.com/vulkan-sc https://qnx.software/en/developers/get-started/qnx-everywhere https://www.amazon.com/NVIDIA-Jetson-Orin-Nano-Developer/dp/B0BZJTQ5YP Anything you can get running on that stack with get you the attention of the growing robotics/self-driving industry. A fun project would be an SDF-based UI like they use at Guerrilla Games https://www.guerrilla-games.com/read/uipainter-tile-based-ui-rendering-in-one-draw-call link to this video And a streaming https://old.reddit.com/r/GaussianSplatting/ renderer.

u/corysamain r/GraphicsProgramming • Mentions

On “A Recursive Algorithm to Render Signed Distance Fields - Pointers Gone Wild”

Make sure you also base your editor UI on SDFs!😆 https://www.guerrilla-games.com/read/uipainter-tile-based-ui-rendering-in-one-draw-call link to this video

u/corysamain r/GraphicsProgramming • Mentions

On “How to render good looking UI elements”

Check out https://www.guerrilla-games.com/read/uipainter-tile-based-ui-rendering-in-one-draw-call link to this video It's a tool UI. And, I don't recall how they hand text. Definitely fun tech though.