Oberon Object Tiler -
Graphics hardware manufacturers are taking notice. There is ongoing research into Tile-Based Deferred Rendering (TBDR) on mobile GPUs (Apple Silicon, Adreno) that mirrors the Oberon Object Tiler logic. The next logical step is fixed-function hardware for object binning.
Imagine a GPU where you simply write an array of OberonObject to VRAM, write a single command to "Tile and Execute," and the GPU microarchitecture handles the rest. No command buffers, no driver overhead—just declarative graphics. Oberon Object Tiler
When an object straddles a tile boundary, it must be rendered in both tiles. If not careful, blending or anti-aliasing can produce seams. Solution: Ensure the tiler includes a "guard band" or that the rasterizer reads neighboring tiles' depth buffers during final resolve. Graphics hardware manufacturers are taking notice
For each tile, sort its list of object indices by layer (or actual depth). Because list lengths are short, an insertion sort or a network sort is faster than a quicksort. Imagine a GPU where you simply write an
Imagine a web browser or a native desktop framework where every DOM node or SwiftUI view is an Oberon Object. When the user scrolls, only the objects entering the tile boundary are re-binned. This allows for 120 fps scrolling with complex shadows and gradients—something traditional retained-mode UI struggles with.
You do not need a vintage workstation to experience the Oberon Object Tiler. The community has preserved it.