Experimenting with Concurrent Binary Trees for Large Scale Terrain Rendering

  Рет қаралды 15,842

SIGGRAPH Advances in Real-Time Rendering

SIGGRAPH Advances in Real-Time Rendering

Күн бұрын

Пікірлер: 13
@slipster216
@slipster216 2 жыл бұрын
It would be interesting to compare these results to hardware tessellation, as that shares many of the same properties in terms of results. At that triangle density, I'd expect the shading to become the primary bottleneck due to microtriangle issues, and that going to some type of index buffer approach rasterizing the index buffer in a compute shader (ala nanite) might be a huge win.
@razzraziel
@razzraziel 2 жыл бұрын
Glad to see you're also following the latest developments/presentations.
@danczer1
@danczer1 Жыл бұрын
Genius solution!
@BL0B5TER
@BL0B5TER 2 жыл бұрын
11:33 What if the terrain isn't derived by a heightmap and instead has 3D features like caves or overhangs? 2.5D works, but I don't see how you'd easily sample vertices in 3D space.
@santitabnavascues8673
@santitabnavascues8673 Жыл бұрын
Maybe a initial model based in marching cubes could provide a good initial step for a tessellation scheme like this?
@cvspvr
@cvspvr 2 ай бұрын
transvoxel does this
@tall_guy81
@tall_guy81 9 ай бұрын
So guys basically reinvented voxels but for polygons. Sounds crazy.
@pacozalky721
@pacozalky721 11 ай бұрын
It's not clear to me how to parallel propagate subdivision into neighboring triangles. Is there a way how to avoid recursive subdivision on half-edges of main mesh triangles?
2 жыл бұрын
What videogame is at lower right at 15:20? (looks like a cat holding a lamp in isometric scenery)
@thekite3h
@thekite3h 2 жыл бұрын
Where is sample project sources?
@timmygilbert4102
@timmygilbert4102 2 жыл бұрын
Isn't it the ROAM algorithm?
@keabetsoemoses763
@keabetsoemoses763 2 жыл бұрын
it is
@cvspvr
@cvspvr 2 ай бұрын
nanite is still the god of lod
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