From: Andreas Z. <am...@gm...> - 2005-12-14 18:13:25
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Hi Dirk, > Hi Andreas, > > On Mon, 2005-12-12 at 09:25 +0100, Andreas Zieringer wrote: > >>ok it is a rather simple implementation but better than nothing ;-) > > > That remains to be seen. ;) Have you benchmarked it? Occlusion culling > can actually hurt performance pretty bad if it's working well. > > >>The >>main goal was to improve the render speed for scenes with many pixel >>shaders. > > > I can see it making sense if few large, expensively shaded objects are > hidden. Allen's scenes have thousands of very small expensively shaded, > transparent, multi-passed objects. On my slow fx5200 it is most of the time faster with the occlusion culling enabled. I need to test this with a faster card. BTW I'm also doing the front-to-back rendering. For a worst case scene with about 100000 geometry nodes the sorting hurts a bit but it is not too bad. > >>If you have any ideas how to improve the speed please tell me :-) > > > It gets more complicated, as you have to keep multiple queries in flight > to get around the pipeline latency, and you need to sort stuff front-to- > back for it to actually have an effect, without spending too much time > on sorting. There are a lot of contradicting effects that need to be > balanced. > > Christoph is writing his PhD about it, and Dirk Staneker wrote a lot of > papers on that topic, too, maybe they can comment a little more. > Dirk Yes I already got the source code from Christoph looks interesting I will try to integrate it. Andreas |