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    Arseny Kapoulkine (zeux@mastodon.gamedev.place)'s status on Sunday, 16-Jul-2023 19:59:05 JSTArseny KapoulkineArseny Kapoulkine

    New blog post! In which we look at a few different backface culling methods, compare their efficiency, compare their end-to-end performance on NVidia hardware, and come to some conclusions!

    This took forever to write so boosts are very appreciated :)

    https://zeux.io/2023/04/28/triangle-backface-culling/

    In conversationSunday, 16-Jul-2023 19:59:05 JST from mastodon.gamedev.placepermalink

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      Fine-grained backface culling
      Backface culling is something we take for granted when rendering triangle meshes on the GPU. In general, an average mesh is expected to have about 50% of its triangles facing away from the camera. Unless you forget to set appropriate render states in your favorite graphics API, the hardware will reject these triangles as early in the rasterization pipeline as possible. Thus, it would seem that backface culling is a solved problem. In this post, however, we’ll explore a few alternative strategies that may or may not improve rendering performance.
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