New demo. Parallel BSP traversal in compute shader, outputs sorted IB, transparent scene rendered in 1 drawcall. http://www.humus.name pic.twitter.com/V8nM2lyhgr
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New demo. Parallel BSP traversal in compute shader, outputs sorted IB, transparent scene rendered in 1 drawcall. http://www.humus.name pic.twitter.com/V8nM2lyhgr
Like 110fps in 1080p on my laptop. Not sure if that's interesting though, as the interesting part is the compute shader.
Which doesn't even run on the average frame, but when it does, it takes 0.05ms. But scene geometry is simple of course.
Nice! Sort per triangle or per quad? How many triangles and how does it scale with more geometry?
Each BSP node is a quad in this demo. Could've been a triangle list though, including all co-planar tris.
As for scaling, I guess running time would increase about n*log(n) with more geometry.
In UE1, I prototyped raycast BSP shadows and could handle 40x30 rays per frame at 30fps. Now computers are fast!
Indeed, my GL BSP pathtracer gets ~270 million rays/sec on Titan X for area shadows (incoherent).
This is a speed up of 7200x! (My test used multiple lights, a typical Q2 open room)
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