Early geometry cull at input assembly stage

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10 comments, last by Jozin 12 years, 10 months ago
Don't draw so many items.

Group many items into the same instance.

Delete items that are in empty places and don't draw them at all.

Use LOD -- for items in the distance, render them using low-poly versions that cover larger areas of land.

Or if they are small items (e.g. grass) don't even draw them at all if they are too far away from the camera!


Maybe read this:
http://whatmakesyout...dering-in-pure/
http://www.disney.co...ing_in_Pure.pdf
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Thanks for paper, its very interesting but do not meets interests i'm going to follow. (I'm talking about other mask - ground mask)

First, the main problem i's encountered is to cull empty places. Mask(grayscale texture) I'm using for it does not suitable to go on the cpu side.

In NVidia's paper this operation goes on cpu(seeding foliage) in offline in the common case(casting numerous rays to found the right place for seeding).


Because I do all the work with masking on gpu, giving the large blocks near the camera, and cull it using mask texture with texkill and putting it to offscreen




Jeronimo!

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