Rendering & implementation · 3 / 10
Indirect Drawing
GPUバッファの引数から描画数を決める。
Compare in motion
Interactive model
増減する破片
AReference
CPUで個数を渡すモデル
BIndirect Drawing100%
GPU側で描画数を決められる
Scrub to pause and inspect. At 0%, B matches A; at 100%, B shows the effect. The scene repeats every 8 seconds.
Look for: GPUバッファから個数を読む → 生存数だけ描く。
This model simplifies the technique to show its use case and effect. Operation counts describe the model; they are not performance measurements.
Read the storyboard
例: 増減する破片
1. Start
描画数が変わる
2. Change
GPUバッファから個数を読む
3. Result
生存数だけ描く
How it works
1. Input
GPU 側の描画引数
2. Process
バッファから引数を読む
3. Result
CPU が数を渡さず描画
Further reading
Unity ComputeShader ↗A general reference for this subcategory.