Re: [Algorithms] Texture mip streaming prioritization
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From: Sebastian S. <seb...@gm...> - 2013-07-22 23:34:55
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On Mon, Jul 22, 2013 at 2:26 PM, Krzysztof Narkowicz <k.n...@gm...>wrote: A good solution would be just to precompute some data. For example camera > is at point X - what should I load. Alternatively - object X is Y meters > from camera - what should I load. Without precomputation it's hard to know > what will be needed in nearest time. Current frame usually doesn't contain > enough information. > > Another idea for utilizing precomputation: for each 'cell' in your precomputation structure, render a bunch of sample viewpoints at full resolution, all the shaders, fog, DOF, post processing etc. turned on, with *all* MIPs loaded, then remove one MIP level at a time for each texture and measure the amount of additional error doing so caused in the sample frames. Now you have a per-cell ordered list of (texture,mip) pairs ordered in terms of importance for overall scene error. Ideally use some perceptual metric for your error function. |