Re: [Algorithms] BSP tree, or what?
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From: Eric H. <eri...@gm...> - 2008-06-04 14:30:35
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I should have been clearer: yes, I'm using the GPU. By BSP trees I mean axis-aligned hierarchical trees, not the polygon-plane-aligned old-school Doom stuff. By large I mean lots of objects, say 10K on up, each object a mesh of say 20 to 20k polygons. Scene type is "unpredictable", right now I'm just looking at general solutions for large scenes: could be indoor architectural, or just "complex stuff". I'm looking to see if there's a good "this scheme works for most data sets in some reasonable way" choice. Certainly things like terrain rendering have their own specialized solutions (CLOD, etc. - DICE's from SIGGRAPH 2007 seems very cool, on a constrained quadtree), I understand that. Eric Stefan Sandberg wrote: > If you're talking software rasterization, a bsp coupled with a pvs is > probably the most efficient means to render static geometry, as proven > by quake, I guess.. > But that's not a great solution for current state of the art in gpu > rasterization, you'd probably be better off with a portal solution > guided by occlusion queries.. > > As far as frustum culling is concerned, early out is the way to go.. > > (what do you mean when you say 'large models', do you mean a 1M poly > dragon, or indoor fps style level, or crysis style world?) |