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State of the Art Rendering Techniques on Portable Devices

State of the Art Rendering Techniques on Portable Devices. Készítette Tömösközi Máté Ferenc Mérnök informatikus MSc. Konzulens Rajacsics Tamás Tanársegéd. Motivation. Limitations. Limited access func. Shared resources Small screen Seperate GPU thread Special dev. enviroment.

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State of the Art Rendering Techniques on Portable Devices

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  1. State of the Art Rendering Techniques on Portable Devices Készítette Tömösközi Máté Ferenc Mérnök informatikus MSc. Konzulens Rajacsics Tamás Tanársegéd

  2. Motivation

  3. Limitations • Limited access func. • Shared resources • Small screen • Seperate GPU thread • Special dev. enviroment

  4. Basic texturing Normal mapping Parallax mapping

  5. Parallax Occlusion Mapping • Correct parallax • Self-occlusion • Self-shadows • Simple • Onepass Height profile sampling

  6. Whithout parallax With parallax

  7. Shortcomings of POM • Flattening • Aliasing • Texture overreading • Texture reads should be optimized Low sampling rates

  8. Apprx.Self-shadows Self-shadow Shadow sampling

  9. Height map creation Setup Maya

  10. Texture Compression • Decoding speed • Random access • Compression rate • Compression quality ETC1

  11. DXTn Uncompressed DXT5

  12. ATI2 Original & DXT1 ATI2

  13. Fluid Simulation Navier-Stokes equations Helmholtz-Hodge decomposition • Advection • Pressure • Diffusion • Forces

  14. GPU implementation • Extensive render target usage • Numeric methods • Iterative • Can be encorporated into existing texture based methods s

  15. Buffers Velocity Pressure

  16. Future • Portable hardwares will continoue to evolve • Greater resolutions (Retina Display) • Stereoscopic 3D (Nvidia Tegra 3D) • Multiple devices (Microsoft SmartGlass) Meanwhile at Epic Games

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