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[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