It isn’t the point of this project, but looking at the triangulations made me think about some GPU optimization esoterica.
Everyone knows “triangle count” has an impact on performance. Graphics programmers also know that the ordering of the triangles can also make a significant difference, and integrate mesh optimization tools.
For the special case of planar figures like these, total triangle edge length can become the distinguishing performance characteristic. GPUs work with 2x2 blocks of pixels so they can generate derivatives for texture sampling and shaders. At triangle edges, they still usually have to do calculations for complete 2x2 blocks, regardless of whether 1,2,3, or 4 pixels in the block are actually needed. Long, skinny triangles can require over double the fragment shader invocations that area-maximizing triangles do.
Consider triangulating a circle: the obvious way is to make a single triangle fan, but you can reduce the total edge length by inscribing a polygon inside the circle and only fanning out from that to the circle. Slightly more vertex work, but less fragment work.
There probably isn’t any real world case where this would be a crucial optimization, but having an “optimization worldview” means always noticing the tradeoffs.
We are almost there!
Project Lost Worlds: Journey to Erios is scheduled to launch next Friday at 10:00 AM PST.
完成まであとわずか!
Project Lost Worlds: Journey to Erios は、来週金曜日 午前10時(PST)に公開予定です。(日本時間:土曜日 午前3時)
#VRChat#VRChat_world紹介
It turned into a #FireEmblem day.😀
I finally now have access to Path of Radiance on the #Switch2 . (but really .. Nintendo .. scrounging for an online sub via FE?? smh)
And started a new route in #FE3H.
Jeralt, I love your wisdom!💝🤗
Only 3 months until Fortune's Weave ...
@LukaDerg crazy how i immediately knew it was montreal from the first few seconds. I dont know what it is, it just felt like montreal outside the windows but i cant pinpoint why