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Kun Zhou. Coder Corner. Now that we’re done with the simple stuff, let’s jump to the next level: meshes. The first mesh scene (“SceneBoxSweepVsStaticMeshes_Archipelago”) performs 1K vertical box sweeps against the mesh level we previously used. There are no terribly big surprises here. All engines report the same number of hits. Each PhysX version is faster than the one before. They all perform adequately. PhysX 3.3 is only about 2X faster than PhysX 2.8.4, so things were generally ok there. Bullet suffers a bit, being a bit more than 6X slower than PhysX 3.3 on average. For the next tests we switch back to the Konoko Payne level, which is much more complex and thus, maybe, closer to what a modern game would have to deal with. Results are quite similar to what we got for the Archipelago scene: PhysX gets faster with each new version, 3.3 is a bit more than 2X faster compared to 2.8.4.

Bullet suffers again, being now a bit more than 8X slower than PhysX 3.3 on average. And using large shapes to boot. Look at that! Game Rendering. High Performance Graphics 2010 Papers. Page maintained by Ke-Sen Huang. If you have additions or changes, send an e-mail. Information here is provided with the permission of the ACM. Note that when possible I link to the page containing the link to the actual PDF or PS of the preprint. I prefer this as it gives some context to the paper and avoids possible copyright problems with direct linking. Thus you may need to search on the page to find the actual document. ACM Digital Library: High Performance Graphics 2010 the Eurographics Digital Library Link for the paper Paper Abstract Author Preprint Paper Video Paper Presentation Paper Images Paper Data Demo Program or Source Code Related Links Changelog Micropolygons I Hardware Implementation of Micropolygon Rasterization with Motion and Defocus Blur John Brunhaver, Kayvon Fatahalian, Pat Hanrahan Space-Time Hierarchical Occlusion Culling for Micropolygon Rendering with Motion Blur Solomon Boulos, Edward Luong, Kayvon Fatahalian, Henry Moreton, Pat Hanrahan Micropolygons II (Abstract) (

Aras' page - Texts.