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#vulkan#metal#tbdr

REAC 2023 DAY 1 Modern Mobile Rendering @ HypeHype

Rendering Engine Architecture Conference

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  • Recommended by 2 people: 1 on Lobsters and 1 in engineering communities.
  • Presented by Sebastian Aaltonen

Advanced. Deep dive for people who know the field.

14K views3 years ago2 recommendations

Graphics and audioSystems programmingRenderingGPUs, shaders and CUDAPerformance and optimization

Sebastian Aaltonen discusses the design and optimization of HypeHype's renderer for Vulkan, Metal, and mobile TBDR GPUs.

HypeHype’s new renderer has been designed from the ground up for Vulkan, Metal and TBDR mobile GPUs. Efficiency has been the key design principle. Most of the repeated work traditionally done at draw call frequency is gone. Pipelines and bind groups are precreated and data update is fully separated from drawing. Our command stream carries only the metadata. Simulation writes the actual data directly to persistently mapped GPU pointers, bypassing all data translation costs. This design allows us to hit stable 30 fps on low end Android phones in complex 10,000 draw call scenes. This talk will discuss various renderer design choices, data layouts and optimization tricks and show how these affect the performance on ARM, Qualcomm, PowerVR and Apple GPUs. Speakers: Sebastian Aaltonen has over 20 years of experience in graphics rendering technology. His main focus areas are engine architecture, low level rendering APIs, performance optimization and GPU compute. Sebastian was pioneering GPU-driven rendering development at Ubisoft and distance field ray-tracing at Second Order (Claybook). He was leading Unity’s DOTS rendering team until he joined HypeHype to rebuild their mobile rendering technology.

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What people say. Recommended as a high-quality deep dive into modern mobile renderer design and GPU optimization.

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mikejsavageon Lobsters • Recommends

Modern Mobile Rendering @ HypeHype

u/corysamain r/gameenginedevs • Recommends

On “My 2D game engine runs 200x faster after rewriting 90% of the code.”

Old but still good! When a pro takes this design all the way, you get https://enginearchitecture.realtimerendering.com/downloads/reac2023_modern_mobile_rendering_at_hypehype.pdf link to this video

u/corysamain r/GraphicsProgramming • Mentions

On “C++ multithreading graphics project ideas”

…ows, forward opaque, forward blending, UI) figure out what to draw and how to draw it in separate threads. But, don't make any GL calls. Just record for yourself what to do. Then, in the thread that interacts with GL, brrrrrr through the command buffers as fast as possible. This is a good presentation about how to build a high perf command buffer link to this video https://advances.realtimerendering.com/s2023/AaltonenHypeHypeAdvances2023.pdf If you are going to do marching cubes, I'd recommend digging into SIMD first, then threading. I'd also recommend checking out "surface nets" as an alternative to MC. https://0fps.net/2012/07/12/smooth-voxel-terrain-part-2/ _____ https://bonsairobo.medium.com/smo…

u/corysamain r/GraphicsProgramming • Mentions

On “Want to get started in Graphics Programming? Start Here!”

…errain segment 22 in sector5,5". With that you just need to figure out how to flatten the transforms quickly. But, resolving arbitrary state permutations at runtime is fighting against the hardware and the driver. For more insight into this, check out https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/ link to this video…

u/CrazyJoe221in r/GraphicsProgramming • Mentions

On “Is it fine to convert my project architecture to something similar to that I found on GitHub?”

Builder pattern has always just sucked. link to this video
2View on Reddit

u/__stoo__in r/GraphicsProgramming • Mentions

On “Understanding how to structure draw submissions in a data oriented way”

I’m on a phone with terrible connection but I believe this talk has the gold: link to this video

u/corysamain r/GraphicsProgramming • Mentions

On “Championing the best "potato mode" ambient occlusion”

If you haven't seen his REAC video, it's worth a watch. link to this video https://enginearchitecture.realtimerendering.com/downloads/reac2023_modern_mobile_rendering_at_hypehype.pdf

u/CrazyJoe221in r/GraphicsProgramming • Mentions

On “Zero Overhead RHI?”

link to this video