DigitalLibrarian / VS2010Projects

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Minimize voxel and chunk rendering structures #18

Open DigitalLibrarian opened 8 years ago

DigitalLibrarian commented 8 years ago

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.

DigitalLibrarian commented 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

DigitalLibrarian commented 8 years ago

Animating ultra-complex voxel scenes through shell deformation

https://hal.inria.fr/hal-00840637/document

DigitalLibrarian commented 8 years ago

Volume Rendering Optimizations 201 http://graphicsrunner.blogspot.com/2009/02/volume-rendering-201-optimizations.html

DigitalLibrarian commented 8 years ago

More great oct tree blogs/tutorials

http://codingshuttle.com/2014/01/building-a-multipurpose-octree-datastructre/ http://codingshuttle.com/2014/03/implemnting-an-octree-raycasting-algorithm/

DigitalLibrarian commented 8 years ago

A Recursive Approach for Efficient Oct Tree Traversal

http://chiranjivi.tripod.com/octrav.html