From 51b4145841293d4a695b7bbe88e90ebd98443fc8 Mon Sep 17 00:00:00 2001 From: Benoit Bolsee Date: Tue, 7 Apr 2009 22:14:06 +0000 Subject: BGE Scenegraph and View frustrum culling improvement. This commit contains a number of performance improvements for the BGE in the Scenegraph (parent relation between objects in the scene) and view frustrum culling. The scenegraph improvement consists in avoiding position update if the object has not moved since last update and the removal of redundant updates and synchronization with the physics engine. The view frustrum culling improvement consists in using the DBVT broadphase facility of Bullet to build a tree of graphical objects in the scene. The elements of the tree are Aabb boxes (Aligned Axis Bounding Boxes) enclosing the objects. This provides good precision in closed and opened scenes. This new culling system is enabled by default but just in case, it can be disabled with a button in the World settings. There is no do_version in this commit but it will be added before the 2.49 release. For now you must manually enable the DBVT culling option in World settings when you open an old file. The above improvements speed up scenegraph and culling up to 5x. However, this performance improvement is only visible when you have hundreds or thousands of objects. The main interest of the DBVT tree is to allow easy occlusion culling and automatic LOD system. This will be the object of further improvements. --- source/blender/makesdna/DNA_world_types.h | 3 +++ 1 file changed, 3 insertions(+) (limited to 'source/blender/makesdna/DNA_world_types.h') diff --git a/source/blender/makesdna/DNA_world_types.h b/source/blender/makesdna/DNA_world_types.h index ab7e25190ad..a51e9704be2 100644 --- a/source/blender/makesdna/DNA_world_types.h +++ b/source/blender/makesdna/DNA_world_types.h @@ -84,6 +84,8 @@ typedef struct World { * bit 1: Do stars * bit 2: (reserved) depth of field * bit 3: (gameengine): Activity culling is enabled. + * bit 4: ambient occlusion + * bit 5: (gameengine) : enable Bullet DBVT tree for view frustrum culling */ short mode; int physicsEngine; /* here it's aligned */ @@ -133,6 +135,7 @@ typedef struct World { #define WO_DOF 4 #define WO_ACTIVITY_CULLING 8 #define WO_AMB_OCC 16 +#define WO_DBVT_CAMERA_CULLING 32 /* aomix */ #define WO_AOADD 0 -- cgit v1.2.3 From 0b8661ab4da1a7cfbc756640649a2d07bb36cc64 Mon Sep 17 00:00:00 2001 From: Benoit Bolsee Date: Mon, 13 Apr 2009 20:08:33 +0000 Subject: BGE: Occlusion culling and other performance improvements. Added occlusion culling capability in the BGE. More info: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.49/Game_Engine#BGE_Scenegraph_improvement MSVC, scons, cmake, Makefile updated. Other minor performance improvements: - The rasterizer was computing the openGL model matrix of the objects too many times - DBVT view frustrum culling was not properly culling behind the near plane: Large objects behind the camera were sent to the GPU - Remove all references to mesh split/join feature as it is not yet functional --- source/blender/makesdna/DNA_world_types.h | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'source/blender/makesdna/DNA_world_types.h') diff --git a/source/blender/makesdna/DNA_world_types.h b/source/blender/makesdna/DNA_world_types.h index a51e9704be2..f599364ed66 100644 --- a/source/blender/makesdna/DNA_world_types.h +++ b/source/blender/makesdna/DNA_world_types.h @@ -88,7 +88,8 @@ typedef struct World { * bit 5: (gameengine) : enable Bullet DBVT tree for view frustrum culling */ short mode; - int physicsEngine; /* here it's aligned */ + short occlusionRes; /* resolution of occlusion Z buffer in pixel */ + short physicsEngine; /* here it's aligned */ float misi, miststa, mistdist, misthi; @@ -135,7 +136,7 @@ typedef struct World { #define WO_DOF 4 #define WO_ACTIVITY_CULLING 8 #define WO_AMB_OCC 16 -#define WO_DBVT_CAMERA_CULLING 32 +#define WO_DBVT_CULLING 32 /* aomix */ #define WO_AOADD 0 -- cgit v1.2.3