Hi Paul,

The OSG has a range of culling approaches, and support for OpenGL fast paths.

W.r.t. back face culling, this is just an OpenGL operation done during
triangle set, its not a high level culling operation, and as such only
saves of fill rate.

The OSG does support cluster culling which is a bit like back face
culling, but is a test that can be inserted via the
osg::ClusterCullingCallback. into any node in the scene.   This is
great of whole earth paged database when you can cull the back faces
of the earth.

I have to say, the OSG has almost all the tools you could use for get
best performance, but and this is a big but it does depend upon
databases that are well conditioned.  Database optimization is a huge
huge topic that I won't go into now.  Please browse the archives on
this topic.

Robert.



On 6/28/07, Paul Kahler <[EMAIL PROTECTED]> wrote:
I've been poking around on the OSG site and the mailing list and it's
not clear to me how well OSG scales with geometric complexity (polygon
count). I understand view frustum culling and back-face culling, but
it's not clear to me if OSG can do more than that. For example, if I
have an entire town modeled with terrain, buildings, furniture, under
what conditions will OSG skip drawing a chair inside a room?

Or more simply, what does OSG do to skip rendering objects obstructed by
other objects?

Speaking theoretically: back-face culling eliminates about 1/2 of all
polygons. View frustum culling eliminates perhaps all but 1/4 of
polygons in a large city viewed from the middle of town. From a time
complexity standpoint this turns a O(n) problem where n is the number of
polygons, into O(n/8) which is really just k*O(n) = O(n). A constant
improvement but still linear. Does OSG do better? How?

I understand that creating impostors and using LOD techniques can also
improve performance, but my question is strictly in regard to methods
that don't simplify geometry (i.e. culling).

Thanks,
Paul


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