REAC 2023 DAY 1 Modern Mobile Rendering @ HypeHype
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- 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.Why it's here
2 people recommend thisWhat people say. Recommended as a high-quality deep dive into modern mobile renderer design and GPU optimization.
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