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	<title>Comments on: Software Occlusion Culling</title>
	<atom:link href="http://msinilo.pl/blog/?feed=rss2&#038;p=194" rel="self" type="application/rss+xml" />
	<link>http://msinilo.pl/blog/?p=194</link>
	<description>Random gamedev ramblings</description>
	<lastBuildDate>Sun, 05 Sep 2010 06:59:46 +0000</lastBuildDate>
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		<title>By: ben</title>
		<link>http://msinilo.pl/blog/?p=194&#038;cpage=1#comment-20569</link>
		<dc:creator>ben</dc:creator>
		<pubDate>Sat, 24 Apr 2010 00:14:49 +0000</pubDate>
		<guid isPermaLink="false">http://msinilo.pl/blog/?p=194#comment-20569</guid>
		<description>Where can i find the source code to your ingenious solution?

Regards,

Ben</description>
		<content:encoded><![CDATA[<p>Where can i find the source code to your ingenious solution?</p>
<p>Regards,</p>
<p>Ben</p>
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	<item>
		<title>By: convex graph</title>
		<link>http://msinilo.pl/blog/?p=194&#038;cpage=1#comment-20168</link>
		<dc:creator>convex graph</dc:creator>
		<pubDate>Mon, 29 Mar 2010 01:46:20 +0000</pubDate>
		<guid isPermaLink="false">http://msinilo.pl/blog/?p=194#comment-20168</guid>
		<description>[...] ... the slope of my utility function strictly convex. Trust me ladies, with me there is no ...Software occlusion culling &#124; .mischief.mayhem.soap.Old occlusion culling method becoming cool again! ... Instead of rendering occluders to buffer, you [...]</description>
		<content:encoded><![CDATA[<p>[...] &#8230; the slope of my utility function strictly convex. Trust me ladies, with me there is no &#8230;Software occlusion culling | .mischief.mayhem.soap.Old occlusion culling method becoming cool again! &#8230; Instead of rendering occluders to buffer, you [...]</p>
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	</item>
	<item>
		<title>By: realtimecollisiondetection.net - the blog &#187; Catching up (part 2)</title>
		<link>http://msinilo.pl/blog/?p=194&#038;cpage=1#comment-12088</link>
		<dc:creator>realtimecollisiondetection.net - the blog &#187; Catching up (part 2)</dc:creator>
		<pubDate>Mon, 08 Jun 2009 08:52:05 +0000</pubDate>
		<guid isPermaLink="false">http://msinilo.pl/blog/?p=194#comment-12088</guid>
		<description>[...] Sinilo wrote a good post on software occlusion culling. I know of several games (from different companies) that have used software-rasterized occlusion [...]</description>
		<content:encoded><![CDATA[<p>[...] Sinilo wrote a good post on software occlusion culling. I know of several games (from different companies) that have used software-rasterized occlusion [...]</p>
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	</item>
	<item>
		<title>By: admin</title>
		<link>http://msinilo.pl/blog/?p=194&#038;cpage=1#comment-7356</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Sun, 02 Nov 2008 19:44:03 +0000</pubDate>
		<guid isPermaLink="false">http://msinilo.pl/blog/?p=194#comment-7356</guid>
		<description>I rasterize about 1200 faces per frame in 0.8-1.2ms (boxes consists of random number of small polys, just to increase complexity and make it more realistic). Transformation seems to be a bottleneck and takes ~3.5-4.5ms. Occlusion test of AABBs - up to 1.5ms (I test 8 points). I expect it can be speeded up noticeably, I didnt spend that much time on optimizations.</description>
		<content:encoded><![CDATA[<p>I rasterize about 1200 faces per frame in 0.8-1.2ms (boxes consists of random number of small polys, just to increase complexity and make it more realistic). Transformation seems to be a bottleneck and takes ~3.5-4.5ms. Occlusion test of AABBs &#8211; up to 1.5ms (I test 8 points). I expect it can be speeded up noticeably, I didnt spend that much time on optimizations.</p>
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	<item>
		<title>By: Arseny Kapoulkine</title>
		<link>http://msinilo.pl/blog/?p=194&#038;cpage=1#comment-7353</link>
		<dc:creator>Arseny Kapoulkine</dc:creator>
		<pubDate>Sun, 02 Nov 2008 18:44:29 +0000</pubDate>
		<guid isPermaLink="false">http://msinilo.pl/blog/?p=194#comment-7353</guid>
		<description>I meant the occlusion performance actually - i.e. for some of that screenshots, how much time does it take to draw how many occluders in occlusion depth buffer and how much time does it take to qualify how many objects (OBBs?)</description>
		<content:encoded><![CDATA[<p>I meant the occlusion performance actually &#8211; i.e. for some of that screenshots, how much time does it take to draw how many occluders in occlusion depth buffer and how much time does it take to qualify how many objects (OBBs?)</p>
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	<item>
		<title>By: Thread Profiler &#124; .mischief.mayhem.soap.</title>
		<link>http://msinilo.pl/blog/?p=194&#038;cpage=1#comment-7352</link>
		<dc:creator>Thread Profiler &#124; .mischief.mayhem.soap.</dc:creator>
		<pubDate>Sun, 02 Nov 2008 14:16:52 +0000</pubDate>
		<guid isPermaLink="false">http://msinilo.pl/blog/?p=194#comment-7352</guid>
		<description>[...] degree. Old habits die hard, though, and I noticed it when experimenting with occlusion culling (recent note). For some reason, the first version of my multithreaded triangle rasterizer would run slower than [...]</description>
		<content:encoded><![CDATA[<p>[...] degree. Old habits die hard, though, and I noticed it when experimenting with occlusion culling (recent note). For some reason, the first version of my multithreaded triangle rasterizer would run slower than [...]</p>
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	<item>
		<title>By: admin</title>
		<link>http://msinilo.pl/blog/?p=194&#038;cpage=1#comment-7293</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Mon, 27 Oct 2008 07:12:15 +0000</pubDate>
		<guid isPermaLink="false">http://msinilo.pl/blog/?p=194#comment-7293</guid>
		<description>ed: interesting idea, didnt think about it. You couldn&#039;t clip/intersect in full 2D, though, as depth is important here as well. Getting the &quot;shape&quot; of occluder may not be trivial, also.
Arseny: I imagine it should work very nicely with SPU especially. About performance numbers, I didnt post them, because the scenario isnt terribly realistic -- rendering is rather cheap (just skinning+texture+directional light) and on the other hand there are many occluders. Anyway, normally I render about 150-170k faces at 17ms per frame without occluding and 70-90k at 10ms with occlusion culling (that&#039;s normal situation, nothing extreme, like standing in front of a huge cube etc). Tested on my crappy laptop (GF8600).</description>
		<content:encoded><![CDATA[<p>ed: interesting idea, didnt think about it. You couldn&#8217;t clip/intersect in full 2D, though, as depth is important here as well. Getting the &#8220;shape&#8221; of occluder may not be trivial, also.<br />
Arseny: I imagine it should work very nicely with SPU especially. About performance numbers, I didnt post them, because the scenario isnt terribly realistic &#8212; rendering is rather cheap (just skinning+texture+directional light) and on the other hand there are many occluders. Anyway, normally I render about 150-170k faces at 17ms per frame without occluding and 70-90k at 10ms with occlusion culling (that&#8217;s normal situation, nothing extreme, like standing in front of a huge cube etc). Tested on my crappy laptop (GF8600).</p>
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	<item>
		<title>By: Arseny Kapoulkine</title>
		<link>http://msinilo.pl/blog/?p=194&#038;cpage=1#comment-7277</link>
		<dc:creator>Arseny Kapoulkine</dc:creator>
		<pubDate>Sun, 26 Oct 2008 20:29:30 +0000</pubDate>
		<guid isPermaLink="false">http://msinilo.pl/blog/?p=194#comment-7277</guid>
		<description>Interesting, I wanted to implement it both for PC and for SPU but did not have the time to try. Perhaps I&#039;ll find some after your post :)

What are the performance numbers?</description>
		<content:encoded><![CDATA[<p>Interesting, I wanted to implement it both for PC and for SPU but did not have the time to try. Perhaps I&#8217;ll find some after your post :)</p>
<p>What are the performance numbers?</p>
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	<item>
		<title>By: ed</title>
		<link>http://msinilo.pl/blog/?p=194&#038;cpage=1#comment-7276</link>
		<dc:creator>ed</dc:creator>
		<pubDate>Sun, 26 Oct 2008 20:25:37 +0000</pubDate>
		<guid isPermaLink="false">http://msinilo.pl/blog/?p=194#comment-7276</guid>
		<description>Wouldn&#039;t be better use software clipping in 2d ? Instead of rendering occluders to buffer, you would just project occluders into 2d space and make a list of 2d convex (or non-convex) polygons. Then you can clip-intersect objects with this list. This would solve fig. 6. Additionally since modern processors have good paralel computing capabilities but still struggle with memory bandwidth; having few more computations can be better than memory accesses (especially that you need to sample more points to avoid fig.6).</description>
		<content:encoded><![CDATA[<p>Wouldn&#8217;t be better use software clipping in 2d ? Instead of rendering occluders to buffer, you would just project occluders into 2d space and make a list of 2d convex (or non-convex) polygons. Then you can clip-intersect objects with this list. This would solve fig. 6. Additionally since modern processors have good paralel computing capabilities but still struggle with memory bandwidth; having few more computations can be better than memory accesses (especially that you need to sample more points to avoid fig.6).</p>
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