Archive for 'mobile'

Fast Mobile Shaders or, I did a talk at SIGGRAPH!

Finally after many years of dreaming I made it to SIGGRAPH! And not only that, I also did a talk/course with ReJ for 1.5 hours. This was the first time Unity had real presence at SIGGRAPH and I hope we’ll be more active & visible next time around.

Here it is, 100+ slides with notes: Fast Mobile Shaders (17MB pdf). This isn’t strictly about shaders; there’s info about mobile GPU architectures, general performance, hidden surface removal and so on. Also, graphs with logarithmic scales; can’t go wrong with that!

Mobile graphics API wishlist: some features

In my previous post I talked about things I’d want from OpenGL ES 2.0 in the performance area. Now it’s time to look at what extra features it might expose with an extension here or there.

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Mobile graphics API wishlist: performance

Most mobile platforms currently are based on OpenGL ES 2.0. While it is much better than traditional OpenGL, there are ways where it limits performance or does not expose some interesting hardware features. So here’s an unorganized wishlist for GLES2.0 performance part!

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iOS shader tricks, or it’s 2001 all over again

I was recently optimizing some OpenGL ES 2.0 shaders for iOS/Android, and it was funny to see how performance tricks that were cool in 2001 are having their revenge again. Here’s a small example of starting with a normalmapped Blinn-Phong shader and optimizing it to run several times faster. Most of the clever stuff below was actually done by ReJ, props to him!

Here’s a small test I’ll be working on: just a single plane with albedo and normal map textures:

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