I'll try and keep this post short. After a few discussions on IRC, the mesh simplification idea explained in the previous post might be better left for until after the midterm evaluation. Until then I should focus on the CHC++ implementation in order to determine exactly what the bottlenecks, in terms of speed reduction, are. I also should provide some hard numbers to back up any results I find. So, that's what I'm gonna' try and do. Having Mike Gist's implementation as a reference I hope I'll make some good headway. Having merged furstvis in the render manager I'll take a few different approaches in a few key points (such as mesh rendering for occlusion queries) than my mentor did in the hope it'll provide more speed boosts. That's all for now.
No Comments/Trackbacks/Pingbacks for this post yet...
Comments are not allowed from anonymous visitors.
Sun | Mon | Tue | Wed | Thu | Fri | Sat |
---|---|---|---|---|---|---|
<< < | > >> | |||||
1 | 2 | 3 | 4 | 5 | ||
6 | 7 | 8 | 9 | 10 | 11 | 12 |
13 | 14 | 15 | 16 | 17 | 18 | 19 |
20 | 21 | 22 | 23 | 24 | 25 | 26 |
27 | 28 | 29 | 30 |