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>
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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.

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<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">=
&lt;<a href=3D"mailto:[email protected]" target=3D"_blank">k.narkowicz@=
gmail.com</a>&gt;</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&#39;s hard to know what will be needed in nearest =
time. Current frame usually doesn&#39;t contain enough information.</div>

<div>=A0</div></div></blockquote><div>=A0</div><div>Another idea for utiliz=
ing precomputation: for each &#39;cell&#39; 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>

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