38. Out-of-Core HLOD visit(node) { if ((computeSSE(node) < pixel tolerance) || (not all children resident)) { render(node); foreach (child in node.children) requestResidency(child); } else { foreach (child in node.children) visit(child); } }
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Notes de l'éditeur
TODO: BV slide?
Also good stuff for game engines
30-60 gig on disk. 12 CDs
CPU 60% per year to two decades. Main memory and dis access only decreased by 7-10%
Can be slower than brute force. When?
Spatial data structures exploit spatial coherence. Visit nodes in front to back order. Useful for early-z and occlusion culling.
The bounding volume usually has far less geometry. Expensive shaders required to render the object are not generally required to render the bounding volume. When only depth testing is enabled, as is the case when rendering the bounding volume, today’s GPUs use a higher-performance rendering path.