When working with various forms of culling, it can be useful to project the object bounds to screen space. This is necessary to implement various forms of occlusion culling when using a depth pyramid, or to be able to reject objects or clusters that don’t contribute to any pixels. The same operation can also be used for level of detail selection, although it’s typically faster to approximate the projected area on screen - here we’re interested in efficient conservative projected bounds....| zeux.io
A friend recently learned about Proebsting’s law and mentioned it to me off hand. If you aren’t aware, Proebsting’s law states: Compiler Advances Double Computing Power Every 18 Years Which is to say, if you upgrade your compiler every 18 years, you would expect on average your code to double in performance on the same hardware. This is in sharp contrast to Moore’s law, and suggests that we should be cautious about the performance gains that compiler evolution brings. Proebsting write...| zeux.io