Game Development Reference
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Figure 6.7. Screen-space voxelization of a dynamic scene containing an articulated
object using only camera-based injection.
PV Individual Stage Performance
Total PV time
U s ing 3D te xt ur e s
Usi n g 2 D t ext u re s
( 2D tex t ure s )
15
15
10
10
5
5
1
1
0.5
0.5
0.1
0.1
0.05
0.05
0.02
0.02
Maximum Volume Side Resolution
Injection (64 2 )
Injection (128 2 )
Injection (resolution 2 )
Cleanup
Optimized (1-pass algorithm)
Figure 6.8. Running time (in ms) for the cleanup and injection stages against different
volume resolutions for the Crytek Sponza II Atrium model using the 3D volume tex-
tures implementation (left) and the 2D textures implementation (center). We used a
single G-buffer (camera) as input and one multiple render target (four floats) as output.
Injection is measured for three different grid sizes, one being proportional to the vol-
ume side. We also show the total progressive voxelization times (right). Note that the
performance of the optimized progressive voxelization is identical to that of the cleanup
stage.
 
 
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