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redcamel
@redcamel15
Software developer/Programmer/Software engineer대한민국github.com/redcamelJoined December 2018

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In the existing WebGL, render optimization was applied through static LOD generation. I would like to get information about dynamic LOD rendering using WebGPU. Do you have any references? I need help. #WebGPU #LOD
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1. (Completed) Object culling has been completed. 2. (Done) Lights are clustered. 3. (Task) If the light itself is small like the LOD concept, it needs to be deleted. 4. (Task) Need to solve the case where the gpuDevice is lost when there is a lot of computation.
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Clustering 256 point lights I succeeded in rendering 1000 objects at 60 frames. However, optimization is needed for when the screen calculation according to the number of objects, the number of lights, and the resolution is exceeded... #WebGPU
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It's a personal desire to use multiple lights while making the most of individual forward rendering... The complexity is too complex to be nailed down with delayed rendering like a professional game engine developer -_--;;;;
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These days, research is underway to upgrade RedGPU to 2.0... I am still wandering at the crossroads of choice. because? Because of the large number of lights. therefore.. In the last few days, I've been researching 'delayed rendering' and 'forward rendering' from scratch. #WebGPU
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To overcome this, it is most efficient to combine 1000 lights into 1 render via delayed render. But I also want to use a huge uniform buffer....how can I attach a fragment uniform with good performance...
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Using a huge uniform buffer per fragment in webgpu is very slow. -_-;; For example, if you apply 1000 point lights to 1 object, it's fine, but if you apply 1000 lights to 1000 objects, it becomes difficult.
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どのようにすればwebgpuの興味のある人と多くの会話をすることができているか... How can I have a lot of conversation with people interested in webgpu... #WebGPU #RedGPU
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