Jump to content
  • Advertisement
Sign in to follow this  
u235

occlusion culling

This topic is 4438 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 read this article on occlusion culling yesterday and, while the author admits that the method presented isn't that great, I've been having trouble finding other resources on what is a good method. I mean obviously, rendering the same mesh up to three times per frame is highly inefficient and since I've been having trouble finding other methods, I've decided to try my hand at it myself. I haven't actually tested this method yet, but I've been tossing it around in my head for about 6 hours now and I wanted to know what you guys think. What if we used basically the same method as presented in the above mentioned article, except instead of rendering bounding meshes, we render the actual mesh once, perform the D3DQUERY operations and use the results as the basis for rendering of the next frame. The only downfall I can think of for this is, obviously, results are going to be off a little, but I think the margin for error is small enough it might be a viable solution. Anybody have any thoughts? -AJ

Share this post


Link to post
Share on other sites
Advertisement
To me it seems more practical to do that method but use a simple bounding box or something to save on transformation costs. 8 verts is nothing compared to, say, 2,000 skinned verts.

Share this post


Link to post
Share on other sites
Quote:
Original post by Cypher19
To me it seems more practical to do that method but use a simple bounding box or something to save on transformation costs. 8 verts is nothing compared to, say, 2,000 skinned verts.


The article did mention bounding boxes and spheres but said that it would be too inaccurate due to the case where the bounding volume is not occluded but the mesh itself is.

-AJ

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

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

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!