Posts tagged GLM
Instance Cloud Reduction reloaded
Jun 30th

OpenGL 3.3 - Nature
A few months ago I’ve presented an object culling mechanism that I’ve named Instance Cloud Reduction (ICR) in the article Instance culling using geometry shaders. The technique targets the first generation of OpenGL 3 capable cards and takes advantage of geometry shaders’ capability to reduce the emitted geometry amount in order to get to a fully GPU accelerated algorithm that performs view frustum culling on instanced geometry without the need of OpenCL or any other GPU compute API. After the culling step the reduced set of instance data is fed to the drawing pass in the form of a texture buffers. In this article I will present an improved version of the algorithm that exploits the use of instanced arrays introduced lately in OpenGL 3.3 to further optimize it.
Flexible static analysis for C++ code bases
Mar 2nd
The importance of static code analysis is already a well known thing in the domain of software development. There are plenty of useful and less useful tools for the purpose, especially in the case of C++. However, even if in general the quality of these softwares is adequate they usually suffer from the inability for extending or customizing behavior. Also, a usual problem arises from the fact that the C++ language syntax is overwhelmingly complex and it makes the code parser of any static analysis tool a nightmare. In this article I would like to present a tool called CppDepend that gracefully solves the aforementioned problems primarily focusing on providing an interface that enables 100% adaptability and extensibility for creating customized metrics that are relevant or applicable in a particular domain.
Instance culling using geometry shaders
Feb 8th
Since the appearance of Shader Model 4.0 people wonder how to take advantage of the newly introduced programmable pipeline stage. The most important feature enabled by geometry shaders is that one can change the amount of emitted primitives inside the pipeline. The first thing that a naive developer would try to do with it is geometry tesselation. However, the new shader performs very bad when used for tesselation in a real life scenario even though there are demos show casting this possibility. If we take a closer look at the new feature we observe that the most revolutionary in it is not that it can raise the number of emitted primitives but that it can discard them. This article would like to present a rendering technique that takes advantage of this aspect of geometry shaders to enable the GPU accelerated culling of higher order primitives.
