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warrenm's profile
Warren Moore
Warren Moore
Warren Moore
@warrenm

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Warren Moore

@warrenm

Software engineer specializing in mobile graphics and augmented reality. Author of “Metal by Example”

San Francisco, CA
metalbyexample.com
Joined April 2008

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    Warren Moore‏ @warrenm Jul 19

    What sort of Metal topics would you like to see me write about? I’ve got ideas, but I’d prefer to maximize interest and usefulness. ∙ Practical physically-based rendering ∙ Raytracing ∙ Shadows ∙ HDR/multipass rendering ∙ MPS image filters ∙ Your suggestion here?

    5:52 AM - 19 Jul 2018
    • 6 Retweets
    • 42 Likes
    • James Luke Van In JamesAMD┗|∵|┓ masafumi Patrick Smith Murat Sari Lemont Colin Evoy Sebestyen tomisa🐱
    20 replies 6 retweets 42 likes
      1. New conversation
      2. Enie Weiß‏ @enie_schmenie Jul 19
        Replying to @warrenm

        As mentioned multipass rendering would be a good topic. It took me a while to get the configuration right. Also maybe tricks to avoid CPU bottleneck with huge numbers of objects. You have already written about instancing but my Mac Pro CPU is at max while GPUs are sleeping.

        1 reply 0 retweets 0 likes
      3. Warren Moore‏ @warrenm Jul 19
        Replying to @enie_schmenie

        I’m very interested in workload balancing. And I’m very curious about your use case: do you know if the CPU time is mostly spent on command buffer encoding or something else? Have you tried parallel command encoding, or are you effectively single-threaded?

        1 reply 0 retweets 0 likes
      4. Enie Weiß‏ @enie_schmenie Jul 23
        Replying to @warrenm

        The use case was vegetation rendering of rather large 3D models. I can’t remember what the CPU spent most time on and I wrote the code in 2016 so it would take some time to get it up and running again. I tried parallel command encoding but didn’t help much as far as I remember

        1 reply 0 retweets 0 likes
      5. Enie Weiß‏ @enie_schmenie Jul 23
        Replying to @enie_schmenie @warrenm

        Thinking about it it could be that I copied the 3D data each frame for each instancing-object. But I could be wrong. If you‘re interested I could dig out my thesis and have a look if I find the problems that I could not solve.

        1 reply 0 retweets 0 likes
      6. Warren Moore‏ @warrenm Jul 23
        Replying to @enie_schmenie

        Makes sense. I’ve found calculating instance data, as well as computing matrices for skinned animation, to take up the bulk of CPU time in some cases, dominating encoding. At that point, you want some strategy (like a job system) for multithreading, which I haven’t written about.

        0 replies 0 retweets 0 likes
      7. End of conversation
      1. New conversation
      2. Joe Rhodes‏ @jrho Jul 20
        Replying to @warrenm

        I enjoyed the bits about scene graphs and app organization from the Modern Metal 2 post. I'd vote for more details on factoring the renderer into reusable parts and abstractions that would lead to minimal game engine. Love the posts! 😁

        2 replies 0 retweets 3 likes
      3. Warren Moore‏ @warrenm Jul 20
        Replying to @jrho

        There are some interesting avenues here: reusing constant buffers to scale the scene, pipeline caching for multiple material types, “externalizing” the scene representation, and so many things to add w/r/t scaling in general (parallel encoding), animation. It feels infinite.

        0 replies 0 retweets 2 likes
      4. End of conversation
      1. New conversation
      2.  🦇 Count Meshula  🦇‏ @meshula Jul 20
        Replying to @warrenm

        HDR and wide color

        1 reply 1 retweet 1 like
      3. Warren Moore‏ @warrenm Jul 20
        Replying to @meshula

        I’m generally really bad at color spaces/math/management, but I’m seeing a lot of requests for HDR/multipass, so I may go in that direction.

        0 replies 0 retweets 1 like
      4. End of conversation
      1. New conversation
      2. Pumpkinlord Joe‏ @joemmac Jul 19
        Replying to @warrenm

        Using spritekit’s skrenderer to do full scene shaders

        1 reply 0 retweets 1 like
      3. Warren Moore‏ @warrenm Jul 19
        Replying to @joemmac

        Interesting. What particular effect(s) are you looking to achieve?

        1 reply 0 retweets 0 likes
      4. Pumpkinlord Joe‏ @joemmac Jul 19
        Replying to @warrenm

        Stuff that takes a few passes like a bloom/glow or sun shafts

        0 replies 0 retweets 3 likes
      5. End of conversation
      1. New conversation
      2. Elverils LLC‏ @elverils Jul 20
        Replying to @warrenm

        FXAA and others ported to Metal :)

        1 reply 0 retweets 0 likes
      3. Warren Moore‏ @warrenm Jul 20
        Replying to @elverils

        Is FXAA still in common use? If so, I’d think it’d be trivial to port, given broad availability of DX/GL sample code. Which “others,” among the enormous zoo of AA techniques? I can’t keep track of all the acronyms 🙃

        1 reply 0 retweets 0 likes
      4. Elverils LLC‏ @elverils Jul 20
        Replying to @warrenm

        Sure thing it’s trivial. The idea is to do it cleanly and think whether there might be some Metal specific improvements. As for AA. Well SMAA f.ex.

        0 replies 0 retweets 0 likes
      5. End of conversation
      1. New conversation
      2. Maxim Vaniukevich‏ @prosticoder Jul 19
        Replying to @warrenm

        Computation?

        1 reply 0 retweets 0 likes
      3. Warren Moore‏ @warrenm Jul 19
        Replying to @prosticoder

        GPGPU is a broad category. Any specific examples?

        1 reply 0 retweets 0 likes
      4. Maxim Vaniukevich‏ @prosticoder Jul 20
        Replying to @warrenm

        It will be great to read something related to ML. Some ops or general post/pre processing or memory optimizations.

        0 replies 0 retweets 0 likes
      5. End of conversation
      1. Anton Marini‏ @_vade Jul 19
        Replying to @warrenm

        Best practices. App architecture for high performance but flexible rendering architecture. Dos and donts, tips and tricks. Life hacks. 10 easy metal hacks you wouldn’t believe!!! (Im sorry)

        0 replies 0 retweets 10 likes
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      1. Teemu Harju‏ @tsharju Jul 19
        Replying to @warrenm

        Shadows and multipass rendering.

        0 replies 0 retweets 5 likes
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