Dynamic Octree, Loose Octree is the best solution ?

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10 comments, last by Alundra 9 years, 1 month ago

Hi,

I read to have a good dynamic octree the best choice is to use a loose octree.

I saw the only difference is to use bounds*2 to have always the object in one cell.

Why loose octree is better for a dynamic octeee ? a better choice exists ?

Thanks for the help

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Why loose octree is better for a dynamic octeee ?

because when objects move at small distance, octree not reconstrunct, right?


a better choice exists ?

Maybe.. it depends on the real requirements (position change per rebuild ? how many objects ? importance of performance of rebuild ? importance of performance of access ? etc.).

If you have lot of moving objects, then often sweep'n'prune is used, so this might be a better solution.

Best solution to what problem?

Best solution to what problem?

I second this.


I read to have a good dynamic octree the best choice is to use a loose octree.

Hi, I read about loose octrees and maybe for memory consumption point of view it's good way to go, but increasing node bounds decreases ray tracing performance(and collision detection performance too) because SAH cost is increased. :)

Best solution to what problem?

You can see my actual engine work here :

http://zupimages.net/up/15/12/xkr4.png

Since I don't have any octree I draw all object and send all light in the clustered shading shader.

I tried to frustum culling each object but I got a very low FPS when the object count begins to be big.

Best solution to what problem?

You can see my actual engine work here :

http://zupimages.net/up/15/12/xkr4.png

Since I don't have any octree I draw all object and send all light in the clustered shading shader.

I tried to frustum culling each object but I got a very low FPS when the object count begins to be big.

This is why the graph cullings exist tongue.png. To many objects to check against, V.S. a number of objects.

Anyways. This looks like it's going to be a closed environment. Did you think about a BSP tree?


Anyways. This looks like it's going to be a closed environment. Did you think about a BSP tree?

Or a portal culling system, since it looks like the environments are nicely laid out in rectangular rooms...

Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]

This is why the graph cullings exist . To many objects to check against, V.S. a number of objects.

Yea this is why I asked to have hint how implement culling system in an engine to be the more global stuff possible, maybe that need to be a bunch of a lot of culling system mixed ?

How handle the switch of the mix of all systems, a param in the scene settings to have a culling based on the current scene ?

If a world system is made to have multiple scene streamed, the mix of culling is ok ?

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