3D Rendering Optimizations

The cluster centers on discussions of techniques for optimizing 3D graphics rendering pipelines, such as Z-buffering, depth pre-passes, early Z culling, G-buffers, software rasterization, and visibility culling methods compared to hardware shaders and rasterization.

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#1484
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RAM CPU AABB wordpress.com UV GPU WASM L4D2 PS3 learningthreejs.com 3d shader rendering pixels buffer render geometry 2d shaders pixel

Sample Comments

bhickey Mar 31, 2011 View on HN

Wouldn't ambient occlusion have been a better technique?

Rusky Oct 11, 2017 View on HN

It shouldn't- they're not doing anything crazy in the pixel shaders, and they make excellent use of early Z culling.

circuit10 Oct 30, 2023 View on HN

Hello, I've seen Crafti, it looks a lot more complete than mine.The rendering is based on the triangle renderer in https://gitea.planet-casio.com/Lephenixnoir/Azur which renders in fragments to the fast on chip memory so it isn't bottlenecked by the slow main RAM, but I customised it to add textures etc. It's using barycentric coordinates over a bound

Jyaif Jan 11, 2025 View on HN

Is this technique still used in modern engines to determine which part of a level to render?

pcwalton Oct 29, 2018 View on HN

Yes, it's possible, but why bother when the hardware can rasterize triangles in silicon? :)

jokoon Mar 11, 2015 View on HN

Can't it be done just with a shader ? Why did he use quake to implement it ?

heavenlyblue Nov 22, 2022 View on HN

Z buffer has limited bit depth so this is all still relevant.

CyberDildonics Dec 17, 2020 View on HN

It stand for geometry buffer. It looks like none of the replies led with that. If you render positions into a pixel buffer and normals into another pixel buffer, you can shade the pixels and avoid shading lots of fragments that will be hidden. It gets more complicated obviously (material IDs, reflection roughness, etc.) but those are the basics.

chadcmulligan Oct 3, 2024 View on HN

graphics engines do, they only display the visible pixels, the others are culled out of the calculation

pjc50 Sep 11, 2017 View on HN

Isn't that usually done with the depth buffer?