Hi Jesse, How will you be viewing the fields of wheat? Will you be viewing it from above, on the ground, or both? Generally speaking, try to batch your strands of wheat if possible. Avoid one stalk per particle for everything. Try putting multiple stalks on a single particle. For particles in the distance, try putting entire rows on a single object instead of keeping individual particles. This works particularly well with distance LODs that "fade" between levels. If you animate the foreground then the switch is rarely noticed.
There's an article in the first GPU Gems Book (and on NVIDIA's website I believe) entitled "Rendering Countless Blades of Waving Grass" by Kurt Pelzer. It a great article and would be a good place to start. :) Best, E. Quoting Jesse Lane <[EMAIL PROTECTED]>: > Hello all. I'm currently working on a project that simulates a large field > of wheat that is harvestable. I'm currently using particles to represent > the wheat. I need to be able to render quite a lot of pieces. Right now my > frame rate is dropping to about 5fps when rendering 10,000 particles, and if > possible we'd like to push this up to another order of magnitude (or even > 2). I'm not an expert in particle systems, or graphics for that matter, and > I could use any suggestions, tips, or tricks that can be tossed my way for > optimizing this field. I'm contemplating pushing some of the work out to > shaders, especially since I'd like to add some effects like wind and noise. > I've done some rudimentary profiling and the lion's share of the time is > being spent in the render call (I'm using VRJuggler and my application is a > cannabilized version of OpenSGApp so the render call is in draw()). Thanks > in advance. > > Jesse Lane > ------------------------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
