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scott <sco### [at] scottcom> wrote:
> >> I'm also not sure if such a scheme would actually make much improvement
> >> on a GPU.
> >
> > Maybe voronoi diagrams aren't needed. Perhaps a simple 'buckets' system would
> > suffice, where space is divided into cubic cells, with each cell containing just
> > a few objects. Of course, any object overlapping cell boundaries will have to be
> > held in more than one bucket...
>
> I think the tricky part would be deciding which cells an object goes
> into, without either limiting yourself to very simple objects or having
> to manually figure it out.
>
> But assuming you can get around that problem, then yes either into cubic
> cells, or I was initially thinking of non-uniform "groups" that could
> just have bounding spheres. With either method you could go down an
> arbitrary depth depending of cells-within-cells on scene complexity.
Sounds feasible, but I wonder if not being able to use multidimensional arrays
in GLSL will be a roadblock.
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