Open DigitalLibrarian opened 8 years ago
Here is a great article presenting a ray-picking based optimization method, as well as identifying several alternatives, which can be used for search fodder.
http://m.gpucomputing.net/sites/default/files/papers/1923/CNLE09.pdf
Animating ultra-complex voxel scenes through shell deformation
Volume Rendering Optimizations 201 http://graphicsrunner.blogspot.com/2009/02/volume-rendering-201-optimizations.html
A Recursive Approach for Efficient Oct Tree Traversal
We are sending too many triangles and indices for the basic voxel model. It should only 6 (faces) * 2 total triangles. And each triangle will need a normal, to enable face culling, and lighting calculations (which are impossible with the present model).
We are currently sending nearly twice as much data to the video card for model information as we need.