Open main menu

CDOT Wiki β

Changes

XB PointStream

490 bytes added, 14:33, 30 May 2010
no edit summary
[http://www.gamasutra.com/view/feature/3394/occlusion_culling_algorithms.php Occlusion Culling Algorithms]<br />
 
'''Performance Issue Ideas'''<br />
* Spatially partition point cloud and do bounding volume frustum culling
* Do static rendering
* Render low LOD when rotating point cloud
* Push as much as we can to CPU and GPU
* Use GL_ARB_occlusion_query to cull points which do not contribute to the scene (render BB and count contributing fragments). This can full 'backface points'
* Use progressive "mesh" optimization to render objects if they are far from the camera
* Allow user to control LOD
1
edit