| bio | website | |
|---|---|---|
| location | ||
| age | 21 | |
| visits | member for | 2 years, 9 months |
| seen | Apr 17 at 22:06 | |
| stats | profile views | 30 |
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Aug 3 |
awarded | Yearling |
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Feb 4 |
comment |
How to draw efficiently large number of objects with alpha blending? They will still flicker if it's not exact. Drawing the fully opaque pixels with z-buffer enabled without blending and the partially transparent ones with depth-sorting back to front in a second pass after all opaque geometry was drawn should be more efficient. |
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Feb 4 |
comment |
How to draw efficiently large number of objects with alpha blending? Occlusion checking between trees won't work, as the textures are at least partially transparent and the target tree is a billboard and not a point. Occlusion checking against other objects may work though. Z-buffer sorting doesn't work properly on semi-transparent pixels, wich is why they must be drawn back to front. Culling is a good idea if you do it before sorting the trees. |
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Feb 4 |
comment |
How to draw efficiently large number of objects with alpha blending? Where is the bottleneck: on the CPU or the GPU? |
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Nov 7 |
comment |
Heightmap, Voxel, Polygon (geometry) terrains @MartinSojka Thanks for pointing this out, I've corrected my answer. Now that I've thought about it, the reason why so many games use heightmaps is probably that they work well for collision detection and that they're really easy to edit. |
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Nov 7 |
revised |
Heightmap, Voxel, Polygon (geometry) terrains correction about memory usage of mesh geometry terrain, added note about physics performance with heightmaps and mesh terrain |
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Nov 6 |
comment |
Heightmap, Voxel, Polygon (geometry) terrains @NickWiggill The meaning of "voxel" seems to have changed quite a bit in the last 10 years. I'm going with the current Wikipedia definition of voxels as values on a regular 3D grid. The entry on Outcast mentions the difference in meaning. I've added to my answer to clarify this. |
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Nov 6 |
revised |
Heightmap, Voxel, Polygon (geometry) terrains clarified voxels |
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Nov 6 |
revised |
Heightmap, Voxel, Polygon (geometry) terrains added Voxatron |
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Nov 6 |
comment |
Heightmap, Voxel, Polygon (geometry) terrains @NickWiggill It depends on how you define voxel graphics. Fractalus, for example, seems to be ray marching a fractal and therefore has next to no memory impact and theoretically infinite resolution. It's quite fast without 3D acceleration, but almost none of the usual benefits of voxels apply. Many older games used a variation of ray marching to render heightmaps because of the automatic occlusion culling and faster LOD. While the rendering method is similar, true voxel graphics (with voxel data, not formulas or heighmaps) is very different to what these games use. |
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Sep 13 |
comment |
For voxel rendering, what is more efficient: pre-made VBO or a geometry shader? You can bind the vertex buffer to an isamplerBuffer or usamplerBuffer uniform in the shader, then do lookups with texture(name_of_uniform, index). Another option would be to bind the buffer to a uniform array, wich gives you more freedom in what vertex format you want to use. |
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Sep 12 |
comment |
For voxel rendering, what is more efficient: pre-made VBO or a geometry shader? It may be a good idea to check for adjacent voxels in the geometry and/or vertex shader and discard the vertices or skip the faces if they are occluded. Otherwise, the GS solution will increase the used bandwidth instead. |
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Aug 29 |
comment |
How are voxel terrain engines made? GPU Gems 3 has a chapter about voxel terrain: http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html |
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Aug 23 |
awarded | Enthusiast |
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Aug 22 |
revised |
How can I make water appear darker with depth, like in Minecraft? clarified surface vector directions, improved method for mapping depth with occluding surfaces, added note about angle of incidence |
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Aug 21 |
awarded | Good Answer |
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Aug 21 |
awarded | Mortarboard |
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Aug 21 |
revised |
How can I make water appear darker with depth, like in Minecraft? added link to blog post with more background information about Snell's Law |
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Aug 21 |
awarded | Nice Answer |
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Aug 21 |
revised |
How can I make water appear darker with depth, like in Minecraft? added note about maximum alpha at sunset |