Sounds like a CAD application. Look into occlusion culling and imposters.

Brian

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[email protected] wrote: -----

To: [email protected]
From: Andrew Burnett-Thompson <[email protected]>
Sent by: [email protected]
Date: 07/12/2009 05:12PM
Subject: [osg-users] Rendering Performance and Proper Way to have millions
of moveable objects

Hi Robert,

Thanks for your reply. Yes I did guess that I'm using the scene graph
wrong. Fortunately with regard to our scene, while we have a lot of
objects, the detail is not significant. The application allows users to
simulate certain conditions that would occur in an industrial plant. So
long as the model is a crude reflection of the plant it works, so we are
already significantly optimising geometry.

Rendering is only required as the user moves around the plant, or if an
object is manipulated. During render we are currently hiding the smallest
50% of objects, which works remarkably well to improve usability (A full
re-draw is performed when the user stops moving), but still the frame rate
drops below interactive levels depending on how many objects remain.

With regard to flattening of static transforms - how exactly would we do
this? I was thinking to put a PAT as parent of a geode only while the user
is picking/manipulating it, then remove it after, somehow
matrix-multiplying the transform with vertices to get the new position. Is
this possible?

With regard to LOD's - sounds like a good plan but I think this may end up
using more memory (which is an issue) even though it improves rendering
performance. Paging does interest me though.

I already set the cull settings to ENABLE_ALL_CULLING. I noticed that
shadow occlusion (which I believe means when a large object occludes the
camera, objects behind it are culled?) seems to have no effect. Is this due
to my flat scene graph? View frustrum culling seems to have the largest
effect.

With regard to efficiently managing the scene graph (having a balanced
tree), thanks for confirming that. I did have a hunch that would be the
case but its nice to know.

With regard to state sharing - is it possible to have one state object on
multiple geodes? Or did you mean have multiple statesets with similar
states?

Cheers for the feedback much appreciated,
Andrew

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