Thanks.  We'll be viewing the wheat from the viewpoint of a combine or
tractor so from the ground.  We are batching the wheat into "cells" of about
a meter or so wide, so quite a large bunch.  I have the GPU Gems books and
have read that particular article and may try to implement some of the ideas
there.  My only problem with putting entire rows on a single object is that
the wheat is harvestable so I'd have to recalculate the different LODs all
the time.  Is this done often?  Is it reasonable(possible)?  Thanks again.

-jesse

On 10/17/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> 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
> >
>
>
>
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