Concurrent Binary Trees (paper presentation)

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KSP2 devs just announced they will be replacing their old terain generation algorithm with this one as it their main performance bottleneck at release, and it looks really promising!

fenhryl
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It's not clear to me how to parallel propagate subdivision into neighboring triangles. Is there a way how to avoid recursive subdivision on half-edges of main mesh triangles?

pacozalky
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Beautiful solution, great explanation. Many thanks : )

manapotion
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You are a research scientist at Unity! How exciting!

ianmcglasham
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Very nice indeed. Wondering how one would use this with landscape tiles for implementing a landscape system in a game. Can the landscape be split into uniform sized tiles and if so would the resulting tiles be seamless with regards to tessellation/LODs? The goal is to be able to use different shaders per tile.

daveyhu
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I dont think I fully understand. Is this used in conjunction with tesselation shaders or is it a complete solution by itself?

ianmcglasham
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Excellent presentation, such an easy to understand explanation of the algorithm!

I'm curious in practice in what way the result of the algorithm (in GPU memory) is used to generate geometry.

DarkDrakman
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Thanks for the awesome video! As far as I understood, you store cbt buffer in GPU memory and looping it in parallel. If the LOD will be big, isn't it really an issue to loop potentially huge amount of nodes and recalculate sum reduction ? And I don't clearly understand from demo, how and where you scale geometry with "PixelsPerEdge" parameter. Does it connected to LOD level and can it be somehow cached ?

НиколайШироков-тл
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Just dropping by again to rewatch. Still great! Lol

ianmcglasham