![]() See “Moving Frostbite to PBR” SIGGRAPH 14 All games moving to Physically Based Rendering See “Parallel graphics in Frostbite” SIGGRAPH 09 Many lights supported using light tiling optimization Most features on ES, but lower performance Deferred rendering / Forward rendering on all platforms Manage tile memory: glInvalidateFramebuffer, glClear Spent time aligning the Metal and GL backends with the Used our Metal experience to improve our OpenGL|ES Outputs source file and json file with reflection meta data Separate textures and samplers on Metal Supports all the various types of buffers/textures Supports full compute, vertex and pixel shaders DX11 HLSL frontend, Metal and GLSL backends Lots of shaders were written in pure HLSL Engine had started to diverge in terms of memoryĢ. Get a vertical slice of Battlefield 4 running on iPad Air 2ġ. Next goal: Test the limits of the engine (and hardware) Explicit control of render passes and tile memory lifetime New idioms on mobile: Command buffers, pipeline/state Reached steady 30 fps with SSAO, DOF, Radiosity,Ĭascaded shadowmaps, HDR, color grading, FXAA and Custom Metal backend for glsl-optimizer Brought up initial Metal renderer in weeks ![]() Ended up with hybrid approach with Z-prepass Aras / Mesa’s GLSL-optimizer to the rescue! Added GLSL target to graph-based shader generator HLSL shaders ported to GLSL with custom optimizations Dynamic lighting (Sun light, few dynamic light sources) Showcase all Frostbite features but with limited scale Next goal: to get full Frostbite experience on mobile with Xbox 360 First goal: Supply tech for Tablet Commander Initiative to bring Frostbite to mobile started 2.5 years ago Responsible for bringing up Frostbite graphics on mobile Passion for computer graphics and music ![]()
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