title: ÐÐ¿ÑÐ¸Ð¼Ð¸Ð·Ð°ÑÐ¸Ñ ÐºÐ¾Ð»Ð¸ÑÐµÑÑÐ²Ð° Ð²ÑÐ·Ð¾Ð²Ð¾Ð² Ð¾ÑÑÐ¸ÑÐ¾Ð²ÐºÐ¸ Ð² ÑÐ¾Ð²ÑÐµÐ¼ÐµÐ½Ð½ÑÑ Ð³ÑÐ°ÑÐ¸ÑÐµÑÐºÐ¸Ñ ÑÐ¸ÑÑÐµÐ¼Ð°Ñ
title: Ð²ÑÐ¿ÑÑÐºÐ½Ð°Ñ ÐºÐ²Ð°Ð»Ð¸ÑÐ¸ÐºÐ°ÑÐ¸Ð¾Ð½Ð½Ð°Ñ ÑÐ°Ð±Ð¾ÑÐ° Ð±Ð°ÐºÐ°Ð»Ð°Ð²ÑÐ°
titleType: Subtitle
title: Optimizing the number of draw calls on modern graphics systems
Creators: name: ÐÐ°ÑÑÑÐ¾Ð², ÐÐ»Ð°Ð´Ð¸Ð¼Ð¸Ñ
Publisher: name: Ð¡Ð°Ð½ÐºÑ-ÐÐµÑÐµÑÐ±ÑÑÐ³ÑÐºÐ¸Ð¹ Ð¿Ð¾Ð»Ð¸ÑÐµÑÐ½Ð¸ÑÐµÑÐºÐ¸Ð¹ ÑÐ½Ð¸Ð²ÐµÑÑÐ¸ÑÐµÑ ÐÐµÑÑÐ° ÐÐµÐ»Ð¸ÐºÐ¾Ð³Ð¾
Year: 2023
Subjects: indirect draw
DirectX 12
physically based rendering
order independent transparency

description: ÐÐ°Ð½Ð½Ð°Ñ ÑÐ°Ð±Ð¾ÑÐ° Ð¿Ð¾ÑÐ²ÑÑÐµÐ½Ð° ÑÐ°Ð·ÑÐ°Ð±Ð¾ÑÐºÐµ Ð¸ ÑÐµÐ°Ð»Ð¸Ð·Ð°ÑÐ¸Ð¸ Ð°ÑÑÐ¸ÑÐµÐºÑÑÑÑ ÐºÐ¾Ð½Ð²ÐµÐ¹ÐµÑÐ° Ð¾ÑÑÐ¸ÑÐ¾Ð²ÐºÐ¸ ÑÑÐµÑÐ¼ÐµÑÐ½Ð¾Ð¹ ÐºÐ¾Ð¼Ð¿ÑÑÑÐµÑÐ½Ð¾Ð¹ Ð³ÑÐ°ÑÐ¸ÐºÐ¸, ÑÐ½Ð¸Ð¶Ð°ÑÑÐµÐ¹ Ð½Ð°Ð³ÑÑÐ·ÐºÑ Ð½Ð° ÑÐµÐ½ÑÑÐ°Ð»ÑÐ½ÑÐ¹ Ð¿ÑÐ¾ÑÐµÑÑÐ¾Ñ, ÑÐµÐ¼ ÑÐ°Ð¼ÑÐ¼ ÑÐ²ÐµÐ»Ð¸ÑÐ¸Ð²Ð°Ñ Ð¾Ð±ÑÐµÐ¼ ÑÐµÑÑÑÑÐ¾Ð² ÐºÐ¾Ð¼Ð¿ÑÑÑÐµÑÐ°, Ð´Ð¾ÑÑÑÐ¿Ð½ÑÑ Ð´Ð»Ñ ÑÐ°Ð·ÑÐ°Ð±Ð¾ÑÑÐ¸ÐºÐ¾Ð² ÐÐ. Ð ÐºÐ°ÑÐµÑÑÐ²Ðµ Ð¾ÑÐ½Ð¾Ð²Ð½Ð¾Ð¹ Ð´ÐµÐ¼Ð¾Ð½ÑÑÑÐ°ÑÐ¸Ð¾Ð½Ð½Ð¾Ð¹ ÑÑÐµÐ½Ñ Ð¸ÑÐ¿Ð¾Ð»ÑÐ·ÑÐµÑÑÑ ÑÐ¾Ð²Ð¾ÐºÑÐ¿Ð½Ð¾ÑÑÑ ÑÐ°Ð·Ð»Ð¸ÑÐ½ÑÑ ÑÑÐµÑÐ¼ÐµÑÐ½ÑÑ Ð³ÐµÐ¾Ð¼ÐµÑÑÐ¸ÑÐµÑÐºÐ¸Ñ Ð¾Ð±ÑÐµÐºÑÐ¾Ð², Ð¾ÑÐ²ÐµÑÑÐ½Ð½ÑÑ Ð¿ÑÐ¸ Ð¿Ð¾Ð¼Ð¾ÑÐ¸ Ð¿Ð¾Ð´ÑÐ¾Ð´Ð°, Ð¾ÑÐ½Ð¾Ð²Ð°Ð½Ð½Ð¾Ð³Ð¾ Ð½Ð° ÑÐ¸Ð·Ð¸ÑÐµÑÐºÐ¾Ð¹ Ð¼Ð¾Ð´ÐµÐ»Ð¸ Ð¼Ð¸ÐºÑÐ¾Ð³ÑÐ°Ð½ÐµÐ¹. ÐÐµÑÑ Ð¸ÑÑÐ¾Ð´Ð½ÑÐ¹ ÐºÐ¾Ð´ Ð¿ÑÐ¾ÐµÐºÑÐ° Ð½Ð°Ð¿Ð¸ÑÐ°Ð½ Ð½Ð° ÑÐ·ÑÐºÐµ C++ Ñ Ð¿ÑÐ¸Ð¼ÐµÐ½ÐµÐ½Ð¸ÐµÐ¼ Ð³ÑÐ°ÑÐ¸ÑÐµÑÐºÐ¾Ð¹ Ð±Ð¸Ð±Ð»Ð¸Ð¾ÑÐµÐºÐ¸ DirectX 12. Ð¡ÑÐµÐ´ÑÑÐ²Ð¾Ð¼ Ð´Ð»Ñ Ð¿ÑÐ¾Ð³ÑÐ°Ð¼Ð¼Ð¸ÑÐ¾Ð²Ð°Ð½Ð¸Ñ ÑÐµÐ¹Ð´ÐµÑÐ¾Ð² ÑÐ²Ð»ÑÐµÑÑÑ HLSL. ÐÐ°Ð¸Ð±Ð¾Ð»ÐµÐµ Ð·Ð½Ð°ÑÐ¸Ð¼ÑÐ¼ ÑÐµÐ·ÑÐ»ÑÑÐ°ÑÐ¾Ð¼ ÑÐ²Ð»ÑÐµÑÑÑ ÑÐ¸ÑÑÐµÐ¼Ð° Ð´Ð»Ñ Ð²ÑÐ²Ð¾Ð´Ð° ÑÑÑÑÐ¼ÐµÑÐ½ÑÑ ÑÑÐµÐ½, ÐºÐ¾Ð»Ð¸ÑÐµÑÑÐ²Ð¾ Ð²ÑÐ·Ð¾Ð²Ð¾Ð² Ð¾ÑÑÐ¸ÑÐ¾Ð²ÐºÐ¸ Ð² ÐºÐ¾ÑÐ¾ÑÐ¾Ð¹ Ð½Ðµ Ð·Ð°Ð²Ð¸ÑÐ¸Ñ Ð¾Ñ ÑÐ¸ÑÐ»Ð° Ð²ÑÐ²Ð¾Ð´Ð¸Ð¼ÑÑ Ð¾Ð±ÑÐµÐºÑÐ¾Ð². Ð ÑÐ¾Ð´Ðµ ÑÐ°Ð±Ð¾ÑÑ Ð±ÑÐ» ÑÐ°ÐºÐ¶Ðµ ÑÐ°Ð·ÑÐ°Ð±Ð¾ÑÐ°Ð½ Ð³Ð¸Ð±ÑÐ¸Ð´Ð½ÑÐ¹ Ð°Ð»Ð³Ð¾ÑÐ¸ÑÐ¼ Ð¾ÑÑÐ¸ÑÐ¾Ð²ÐºÐ¸ Ð¿Ð¾Ð»ÑÐ¿ÑÐ¾Ð·ÑÐ°ÑÐ½ÑÑ Ð¾Ð±ÑÐµÐºÑÐ¾Ð², ÐºÐ¾ÑÐ¾ÑÑÐ¹ Ð½Ðµ ÑÑÐµÐ±ÑÐµÑ Ð¸Ñ ÑÐ¿Ð¾ÑÑÐ´Ð¾ÑÐ¸Ð²Ð°Ð½Ð¸Ñ. ÐÑÐµÐ´Ð»Ð¾Ð¶ÐµÐ½Ð½Ð°Ñ Ð°ÑÑÐ¸ÑÐµÐºÑÑÑÐ° Ð¿ÑÐ¸Ð³Ð¾Ð´Ð½Ð° Ð´Ð»Ñ Ð¿ÑÐ¸Ð¼ÐµÐ½ÐµÐ½Ð¸Ñ Ð² ÑÐ¾Ð²ÑÐµÐ¼ÐµÐ½Ð½ÑÑ Ð³ÑÐ°ÑÐ¸ÑÐµÑÐºÐ¸Ñ Ð¿ÑÐ¸Ð»Ð¾Ð¶ÐµÐ½Ð¸ÑÑ Ð¸ Ð¼Ð¾Ð¶ÐµÑ Ð±ÑÑÑ ÑÐ°Ð·Ð²Ð¸ÑÐ° Ð² Ð´Ð°Ð»ÑÐ½ÐµÐ¹ÑÐµÐ¼.
description: The work aims to develop and implement graphics pipeline architecture, which will reduce usage of CPU and thereby increase amount of resources avaliable to developers. Main demonstration scene is a set of different geometric shapes, which uses physically-based lighting with microfacet model. All source code of project is written in C++ using the DirectX 12 graphics library. HLSL is used for shaders code. The most significant result is a system for rendering three-dimentional scenes, the number of draw calls in which does not depend on the number of rendered objects. In the course of the work, a hybrid algorithm for rendering transparent objects was also developed, which does not require object sorting. The proposed architecture is suitable for use in modern graphics applications and can be further developed to obtain more efficient results.