Jump to content
  • Advertisement


This topic is now archived and is closed to further replies.


Parallel Occlusion Queries

This topic is 5719 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I used an octree to organize a scene comprising many objects. When the scene is rendered, the visibility of each node is recursively determined using the occlusion queries of the nVidia. If a node is regarded as hidden, the traversal of its descendants terminates. If a visible leaf is found, its content is rendered. The occlusion queries for octants are performed one-by-one during the traversal. If parallel occlusion queries for objects are performed while a visible leaf is found, there will be less objects regarded as visible. However, the time of octant OQ will increase. Would anyone like to tell me why this happened? Thanks in advance.

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!