I'm currently working with upgrading and restructuring an OpenGL render engine. The engine is used for visualising large scenes of architectural data (buildings with interior), and the amount of objects can become rather large. As is the case with any building, there is a lot of occluded objects within walls, and you naturally only see the objects that are in the same room as you, or the exterior if you are on the outside. This leaves a large number of objects that should be occluded through occlusion culling and frustum culling.
At the same time there is a lot of repetative geometry that can be batched in renderbatches, and also a lot of objects that can be rendered with instanced rendering.
The way I see it, it can be difficult to combine renderbatching and culling in an optimal fashion. If you batch too many objects in the same VBO it's difficult to cull the objects on the CPU in order to skip rendering that batch. At the same time if you skip the culling on the cpu, a lot of objects will be processed by the GPU while they are not visible. If you skip batching copletely in order to more easily cull on the CPU, there will be an unwanted high amount of render calls.
I have done some research into existing techniques and theories as to how these problems are solved in modern graphics, but I have not been able to find any concrete solution. An idea a colleague and me came up with was restricting batches to objects relatively close to eachother e.g all chairs in a room or within a radius of n meeters. This could be simplified and optimized through use of oct-trees.
Does anyone have any pointers to techniques used for scene managment, culling, batching etc in state of the art modern graphics engines?
What is batch rendering? A method of rendering launched in a separate session of Maya, using a saved copy of a scene file. Batch renders allow you to continue working on a scene while it is being rendered, launch renders remotely, and render scenes faster than from within the Maya user interface.
Occlusion culling increases rendering performance simply by not rendering geometry that is outside the view frustum or hidden by objects closer to the camera. Two common types of occlusion culling are occlusion query and early-z rejection.
Unreal Engine 4 (UE4) provides methods of culling for visibility and occlusion. These culling methods are useful for optimizing game performance. Each method works to reduce the number of visible Actors in the Level by setting whether they should be drawn to the screen or not.
In contrast, neural rendering methods hold the promise synthesis of novel images from input images/videos. Neural render- and the network structures they utilize. A typical neural render- sentation under novel scene properties to synthesize novel images. novel images. At the same time, neural rendering approaches in-
A typical neural render- sentation under novel scene properties to synthesize novel images. novel images. At the same time, neural rendering approaches in- the learning task easier, and the output more controllable. the rendering on the control signal?
Efficient rendering of photo‐realistic virtual worlds is a long standing effort of computer graphics. Modern graphics techniques have succeeded in synthesizing photo‐realistic images from hand‐crafted scene representations.
There's lots of information about frustum and occlusion culling on the internet. Most of it comes from game developers. Here's a list of some articles that will get you started:
My (pretty fast) renderer works similar to this:
And as "Full Frontal Nudity" already said: There's no perfect solution.
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