Technical talk by Graham Wihlidal at GDC 2016.
With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will present how the compute power of the console and PC GPUs can be used to improve the triangle throughput beyond the limits of the fixed function hardware. The discussed method shows a way to perform efficient “just-in-time” optimization of geometry, and opens the way for per-primitive filtering kernels and procedural geometry processing.
Attendees will learn how to preprocess geometry on-the-fly per frame to improve rendering performance and efficiency.
This presentation is targeting seasoned graphics developers. Experience with DirectX 12 and GCN is recommended, but not required.