5 ms·
I'm not the author, but I assume they are referring to the amount of conditional branching needed to descend a standard octree. However I bet there is lots of a
by blt 10y ago
I'm not the author, but I assume they are referring to the amount of conditional branching needed to descend a standard octree. However I bet there is lots of active research into GPU-optimized spatial partition data structures.
The data structure in the article is different because it only stores high resolution data for the area near the player. An Octree handles arbitrary distributions of high resolution data, so it is more powerful than needed for this application. I like it when insights into the problem lead to simpler algorithms.
- cma 10y agoSounds similar to the clipmaps UE4 uses for signed distance fields: https://docs.unrealengine.com/latest/images/Engine/Rendering/LightingAndShadows/DistanceFieldAmbientOcclusion/DF_ClipMap.jpg https://docs.unrealengine.com/latest/images/Engine/Rendering... https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/DistanceFieldAmbientOcclusion/ https://docs.unrealengine.com/latest/INT/Engine/Rendering/Li...
- randyrand 10y agoIn a proper implementation, the data diverges (which is relatively fine) but the code/program counter does not diverge (which is what you want to avoid). There is nothing bad about Octrees on the GPU, but most people use BVH trees now.