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Organize render process? How?

Started by razorjack Mar 20, 2009 at 1:55 PM 1 replies 600+ views
Original Post
razorjack
razorjack
Hello, I've got questions about methods which are used to organize scene rendering efficiently. My aim is to achieve an optimal performance for example by reducing the amount of render state switching, draw calls or other things. I've heard that there is something like batch rendering and similar things. Are there any papers or books which present solutions to such problematics? I'm especially interested in modern approaches e.g. which make use of hardware and such things. Thanks for any answer in advance
My spacesim project blog:http://www.simerge.com/
BornToCode
BornToCode
You can break your objects into an map where each map key represent a blend state. Then for each blend state you set that state and that state should reference an list of Objects. That way you set the state once and render everything that is using that state. Hope that makes sense. That is just one of the many ways it can be done. Also regarding the state you might want to limit the different blending states you can have.
razorjack
razorjack
Just for interest. Is there also a solution which supports an occlusion culling feature? I thought of something which is based on a hierarchical data structure like octree. I think Crysis uses something like this. I know they also use hardware supported visibility detection. Another real problems are transparency effects. All faces usually writes to z-buffer, also the ones with alpha colors. Once rendered you can't draw any geometry behind transparent faces anymore. Then you should sort such faces with a z-order. This is performance eating for complex geometry.

Is it possible to implement both operations in such batch renderer? If yes, how to do this? I need to know tricks which raise the rendering performance at this point.
My spacesim project blog:http://www.simerge.com/

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