Cullings

I have been long concern about performance issue of both animatics and real-time interactive application. I’m sure both of them are the same, the only difference is one is real-time and another isn’t.

Video games such as Crysis is close enough to cinematic quality

and even close to real-life visual

yet I’ve seen some pretty average model rendered at 30 minutes per frame (mps?) on a workstation, which is rather odd since Crysis runs at >30fps with such a high quality, on a home PC. Although game technologies are mostly calculated by approximation but human eyes couldn’t tell the difference hence rather a good way to increase performance.

Let’s just not talk about shader and difference between triangle rasterization and ray-tracing yet but there is this one thing that can greatly increase performance – hidden surface determination.

I think I don’t have to describe much about this because you can find very detailed description on the internet. I’ll just list down a few:

Backface culling:

View frustum culling

Occlusion culling:

and so on and so forth.

Mind you, what can be done in game can be done in 3d rendering software such as Maya, Blender, 3D Studio Max because they are sharing the same technology. (DirectX & OpenGL, anyone?)

By the way for my game project I’m using Octree node, backface culling, view frustum culling to reduce unwanted polygons. I’ll do a simple diagnosis after I done the level editor.

That’s all!

4 Responses to “Cullings”

  1. sapphire st Says:

    always wanted to play crysis =3=

  2. Zhi Eng Says:

    only the beginning parts are fun. after entering the UFO very boring…

  3. accmo Says:

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  4. vinningen Says:

    Obviously, what a great site and informative postsme few more thinks about this, I’m really fan of your blog…

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