Re: Texture mip streaming prioritization
Sebastian Sylvan <[email protected]> Mon, 22 Jul 2013 16:34:47 -0700
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <CAGZgfT4XUjAHHcQPGKJJ8iHCUVgieMZPXOvGz18U=jyhZ96v0g@mail.gmail.com> |
--===============8445488283126447389== Content-Type: multipart/alternative; boundary=001a11c265be3ad71104e2221f42 --001a11c265be3ad71104e2221f42 Content-Type: text/plain; charset=ISO-8859-1 On Mon, Jul 22, 2013 at 2:26 PM, Krzysztof Narkowicz <[email protected]>wrote: A good solution would be just to precompute some data. For example camera > is at point X - what should I load. Alternatively - object X is Y meters > from camera - what should I load. Without precomputation it's hard to know > what will be needed in nearest time. Current frame usually doesn't contain > enough information. > > Another idea for utilizing precomputation: for each 'cell' in your precomputation structure, render a bunch of sample viewpoints at full resolution, all the shaders, fog, DOF, post processing etc. turned on, with *all* MIPs loaded, then remove one MIP level at a time for each texture and measure the amount of additional error doing so caused in the sample frames. Now you have a per-cell ordered list of (texture,mip) pairs ordered in terms of importance for overall scene error. Ideally use some perceptual metric for your error function. --001a11c265be3ad71104e2221f42 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable <div dir=3D"ltr"><div class=3D"gmail_extra"><br><br><div class=3D"gmail_quo= te">On Mon, Jul 22, 2013 at 2:26 PM, Krzysztof Narkowicz <span dir=3D"ltr">= <<a href=3D"mailto:[email protected]" target=3D"_blank">k.narkowicz@= gmail.com</a>></span> wrote:<br> <br><blockquote class=3D"gmail_quote" style=3D"margin:0px 0px 0px 0.8ex;pad= ding-left:1ex;border-left-color:rgb(204,204,204);border-left-width:1px;bord= er-left-style:solid"><div dir=3D"ltr"><div>A good solution would be just to= precompute some data. For example camera is at point X - what should I loa= d. Alternatively - object X is Y meters from camera - what should I load. W= ithout precomputation it's hard to know what will be needed in nearest = time. Current frame usually doesn't contain enough information.</div> <div>=A0</div></div></blockquote><div>=A0</div><div>Another idea for utiliz= ing precomputation: for each 'cell' in your precomputation structur= e, render a bunch of sample viewpoints at full resolution, all the shaders,= fog, DOF, post processing etc. turned on, =A0with <em>all</em> MIPs loaded= , then remove one MIP level at a time for each texture and measure the amou= nt of additional error doing so caused in the sample frames. Now you have a= per-cell ordered list of (texture,mip) pairs ordered in terms of importanc= e for overall scene error. Ideally use some perceptual metric for your erro= r function.</div> <div>=A0</div></div></div></div> --001a11c265be3ad71104e2221f42-- --===============8445488283126447389== Content-Type: text/plain; charset="us-ascii" MIME-Version: 1.0 Content-Transfer-Encoding: 7bit Content-Disposition: inline ------------------------------------------------------------------------------ See everything from the browser to the database with AppDynamics Get end-to-end visibility with application monitoring from AppDynamics Isolate bottlenecks and diagnose root cause in seconds. Start your free trial of AppDynamics Pro today! http://pubads.g.doubleclick.net/gampad/clk?id=48808831&iu=/4140/ostg.clktrk --===============8445488283126447389== Content-Type: text/plain; charset="us-ascii" MIME-Version: 1.0 Content-Transfer-Encoding: 7bit Content-Disposition: inline _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list --===============8445488283126447389==--