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#Actualic0de

Posted 14 July 2013 - 10:14 PM

The static objects in my game are organized in an AABB tree for optimized culling and various other operations. Each node contains two smaller AABB's within it. The tree is built recursively from the bottom up, each node looks for the optimal node to pair with and pairs are made recursively until there is only one node remaining being the root node of the tree. The problem I am facing is trying to find out what is the most optimal node to pair with. One would intuitively think that an AABB of the smallest volume would be the most optimal pairing criteria but this tended to create a lot of large flat objects which contained very little actual geometry and did nothing but cost me more culling checks to render. I found that a better way was to create a pair that had the smallest distance between its maximum and minimum xyz, this tended to create AABBs that took up less screen space and as a result saved computation. So here is my question: does anyone know how I would find AABBs containing two object picked from a set which tend to take up the least space on screen?


#2ic0de

Posted 14 July 2013 - 10:14 PM

The static objects in my game are organized in an AABB tree for optimized culling and various other operations. Each node contains two smaller AABB's within it. The tree is built recursively from the bottom up, each node looks for the optimal node to pair with and pairs are made recursively until there is only one node remaining being the root node of the tree. The problem I am facing is trying to find out what is the most optimal node to pair with. One would intuitively think that an AABB of the smallest volume would be the most optimal pairing criteria but this tended to create a lot of large flat objects which contained very little actual geometry and did nothing but cost me more culling checks to render. I found that a better way was to create a pair that had the smallest distance between its maximum and minimum xyz, this tended to AABBs that took up less screen space and as a result saved computation. So here is my question: does anyone know how I would find AABBs containing two object picked from a set which tend to take up the least space on screen?


#1ic0de

Posted 14 July 2013 - 10:13 PM

The static objects in my game are organized in an AABB tree for optimized culling and various other operations. Each node contains two smaller AABB's within it. The tree is built recursively from the bottom up, each node looks for the optimal node to pair with and pairs are made recursively until there is only one node remaining being the root node of the tree. The problem I am facing is trying to find out what is the most optimal node to pair with. One would intuitively think that an AABB of the smallest volume would be the most optimal pairing criteria but this tended to create a lot of large flat objects which contained very little actual geometry and did nothing but cost me more culling checks to render. I found that a better way was to create a pair that had the smallest distance between its maximum and minimum xyz, this tended to AABBs that took up less screen space and as a result saved computation. So here is my question: does anyone know how I would find AABBs containing two object picked from a set which tend to take up the least space on screen?


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