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Visibility Optimization for Games Sampo Lappalainen Lead Programmer Umbra Software Ltd.
Introduction ,[object Object],[object Object],[object Object],[object Object],[object Object]
Roadmap ,[object Object],[object Object],[object Object],[object Object],[object Object]
MOTIVATION ,[object Object]
Game World
Our Villain
Our Hero
Screen Shot
Game Worlds ,[object Object],[object Object],[object Object]
Visibility Optimization ,[object Object],[object Object],[object Object],[object Object],[object Object]
Visibility Optimization by Level Design ,[object Object],[object Object],[object Object],[object Object],[object Object]
Visibility Optimization by Level Design
Visibility Optimization by Level Design ,[object Object],[object Object],[object Object],[object Object]
Visibility Optimization by Technology
Visibility Optimization by Technology
Visibility Optimization by Technology ,[object Object],[object Object],[object Object]
THEORY ,[object Object]
Terminology ,[object Object],[object Object],[object Object],[object Object]
Metrics for comparison ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Backface culling ,[object Object],[object Object],[object Object]
Depth buffering ,[object Object],[object Object],[object Object],[object Object]
Hierarchical  depth buffering ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Spatial hierarchies ,[object Object],[object Object],[object Object]
Spatial  hierarchies
View frustum culling ,[object Object],[object Object],[object Object]
View Frustum Culling
View Frustum Culling
Potentially Visible Set - PVS ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Portals ,[object Object],[object Object],[object Object],[object Object]
Rasterization-based ,[object Object],[object Object],[object Object],[object Object]
Testing from coverage buffer
Testing from coverage buffer
Testing from coverage buffer
Testing from coverage buffer
Testing from coverage buffer
Testing from coverage buffer
Testing from coverage buffer
Testing from coverage buffer
Occlusion Queries ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Occlusion Queries ,[object Object],[object Object]
Using Occlusion Queries ,[object Object],[object Object],[object Object]
Issuing Occlusion Queries disableColorWrite(); disableDepthWrite(); startQueryCounter(); renderObjectBounds(); stopQueryCounter(); enableColorWrite(); enableDepthWrite(); if (query->getResult() > 0) renderObject();
CPU-GPU synchronization ,[object Object],[object Object],[object Object],[object Object]
Issuing Occlusion Queries
Issuing Occlusion Queries
Issuing Occlusion Queries
Issuing Occlusion Queries ,[object Object],[object Object],[object Object],[object Object]
Batching Occlusion Queries disableColorWrite(); disableDepthWrite(); for (each query) { startQueryCounter(); renderObjectBounds(); stopQueryCounter(); } enableDepthWrite(); enableColorWrite(); for (each query) { if (query->getResult() > 0) renderObject(); }
Batching Occlusion Queries
Latent Occlusion Queries ,[object Object],[object Object],[object Object],[object Object],[object Object]
Latent Occlusion Queries
Latent Occlusion Queries ,[object Object],[object Object],[object Object],[object Object],[object Object]
Latent Occlusion Queries
Latent Occlusion Queries
Latent Occlusion Queries
Latent Occlusion Queries ,[object Object],[object Object],[object Object],[object Object]
Parallelism ,[object Object],[object Object],[object Object],[object Object]
PRACTICE ,[object Object]
Binary Space Partitioning ,[object Object],[object Object],[object Object],[object Object]
Binary space partitioning ,[object Object],[object Object],[object Object],[object Object]
Umbra   1 ,[object Object],[object Object],[object Object]
Umbra   1 ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Hierarchical Culling ,[object Object],[object Object],[object Object],[object Object]
Hierarchical Culling
Hierarchical Culling ,[object Object],[object Object],[object Object],[object Object]
Hierarchy Traversal ,[object Object],[object Object],[object Object],[object Object],[object Object]
Hierarchy Traversal
Hierarchy Traversal
Hierarchy Traversal
Dynamic Objects ,[object Object],[object Object],[object Object],[object Object],[object Object]
Dynamic Objects ,[object Object],[object Object],[object Object]
Dynamic Objects
Dynamic Objects
Umbra   2 ,[object Object],[object Object]
Multi-core culling ,[object Object],[object Object],[object Object]
Multi-core culling ,[object Object],[object Object],[object Object]
Multi-core culling
Multi-core culling ,[object Object],[object Object],[object Object],[object Object],[object Object]
Umbra   3 ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Umbra   3 ,[object Object],[object Object]
Automatic portal generation ,[object Object],[object Object],[object Object],[object Object],[object Object]
Umbra   3 recursive portal culling ,[object Object],[object Object],[object Object]
 
Umbra   3 optimized portal culling ,[object Object],[object Object],[object Object]
 
Umbra   3 PVS culling ,[object Object],[object Object],[object Object],[object Object]
Killzone 3 ,[object Object],[object Object],[object Object],[object Object],[object Object]
Battlefield 3 ,[object Object],[object Object],[object Object],[object Object],[object Object]
OTHER APPLICATIONS ,[object Object]
Lighting & shadows ,[object Object],[object Object]
Streaming ,[object Object],[object Object],[object Object]
AI ,[object Object],[object Object]
Sound occlusion ,[object Object],[object Object]
FIN ,[object Object],[object Object],[object Object]

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Visibility Optimization for Games

Hinweis der Redaktion

  1. Tehdään grafiikka moottori joka piirtää kamaa ruudulle -> helppoa. Artsti tekee modeleita -> modelit annetaan graffamoottorille ja piirretään. Inskät optimoi graffamoottoria ja artistit optimoi graffaa kunnes performance on kunnossa. Sit päädytään tähän tilanteeseen... 11/08/11 12:55
  2. Miten päädyttiin alkuperäsestä tilanteesta tähän? Tekki rajotti toimintaa niin paljon, että tää oli parasta mitä saatiin aikaan. 11/08/11 12:55
  3. Pelidevaajat tekee tekkiä jotta pelit saatas näyttämään hyvältä. Artistit pystyis tekemään hienompaa kamaa. Ongelmana ei oo piirtää hienoa grafiikkaa, ongelmana on piirtää hienoa grafiikkaa tarpeeks nopeesti. 11/08/11 12:55
  4. 11/08/11 12:55
  5. TODO kuva TODO viite
  6. TODO rename slide TODO pictures from Teppo’s presentation
  7. TODO code?
  8. VFn sisällä on vielä paljon cullattavaa. 11/08/11 12:55
  9. 11/08/11 12:55
  10. TODO lähteet
  11. TODO lähteet
  12. 11/08/11 12:55
  13. Objekti 3 on tullu just näkyviin. 11/08/11 12:55
  14. TODO note about SIMD? TODO MORE BEEF!
  15. TODO rethink
  16. TODO rethink
  17. TODO describe how it works
  18. Esimerkki seuraa. 11/08/11 12:55
  19. 11/08/11 12:55
  20. TODO Video
  21. TODO kuva miten toimii oikeasti
  22. TODO kuva portal vs pvs culling
  23. TODO link to paper