Monday, February 6, 2017 | Permalink
Like my last demo, this is sort of a modern take on an old idea. Sorting rendering back-to-front with a BSP isn't exactly a new idea, but a parallel traversal in a compute shader might be. I've been pondering on this idea for a lot longer than I care to admit, it's probably been in my TODO list for over 5 years, but I finally got around to play with it and see if it was meaningful. My original idea was actually to traverse the BSP on the fly in the vertex shader, which of course is entirely possible, but ultimately decided that it makes more sense to do it in a separate compute pass.
Either way, enjoy the demo, and hope it's useful for something.
Thursday, February 9, 2017
Any new cubemaps in the foreseeable future?
Thursday, March 2, 2017
Sure, I have a bunch in the pipeline.
Wednesday, March 29, 2017
Does this technique works for all kind of static mesh and give a big boost in performance because BSP is also used mostly to clip the geometry to win lot of performance in a big static mesh which represent the static part of the scene in one geometry if i'm right. I'm not well experienced with all these kind of optimization so maybe you could give there hints about all that, is it good to use BSP tree for the full static part or have all splitted object and use one octree is better ?