ATI SDK

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Support for Alternate OS's

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RenderMonkey

Drivers


 
 

Highlights


GPU MeshMapper (V1.0)

GPU PerfStudio (V1.2)

Samples: CrossFire Detect (update)

Samples: PostTonemapResolve

The Compressonator (version 1.41)

GPU Shader Analyzer (V1.4)

RenderMonkey™
(version 1.81) (New)


ATI Compress (version 1.6)

AMD Tootle 2.0 (New)

AMD OpenGL ES 2.0 Emulator (V1.1) (New)

HLSL2GLSL (V0.9)

AMD at GDC 2007

ATI SDK


 
 
ATI Developer Tools
 

AMD Tootle Ver. 2.0

Tootle (Triangle Order Optimization Tool) is a mesh optimization library that improves on existing mesh preprocessing techniques. By using Tootle, developers can optimize their models for pixel overdraw as well as vertex cache performance. This can provide significant performance improvements in pixel limited situations, with no penalty in vertex-limited scenarios, and no runtime cost.

Left:  Vertex cache optimization alone.  Right:  Using Tootle, together with vertex cache optimization.
Figure 1
Left: Vertex cache optimization alone. Right: Using Tootle, together with vertex cache optimization.

What's New in Version 2.0

  • Support for Windows Vista 64 bits and Linux 32 bits.
  • Support for a software only version library (without Direct3D dependency).
  • Integrated a new fast optimization algorithm from SIGGRAPH 2007.
  • Added new utility functions (TootleOptimize and TootleFastOptimize) to perform the entire Tootle optimization using a single function call.
  • Updated old entries with the ability to choose a specific code path for the algorithm (e.g. you can specify using either the DIRECT3D or TIPSY path to optimize vertex cache).
  • Updated Tootle Samples with several examples of using the different code paths of the library.
  • Updated the documentation. Please read the documentation before using the new Tootle library.
  • Fixed several bugs in the old library.


Download Links

Previous Versions

References

  • SANDER, P.V., NEHAB, D. BARCZAK, J. 2007. Fast Triangle Reordering for Vertex Locality and Reduced Overdraw. ACM Transactions of Graphics (Proc. SIGGRAPH), 26(3), August 2007.
  • NEHAB, D. BARCZAK, J. SANDER, P.V. 2006. Triangle Order Optimization for graphics hardware computation culling. In Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, pages 207-211
 
 


 


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