Efficient octree for dynamic scene Hi everybody, Having an octree for static scene is not a big deal, you know the size by computing the AABB, you can then make the 8 children recursively. But what about a dynamic scene? How to have it efficient? There is two problems at least: 1) How to have the moving object efficiently set to the new octree child node? 2) How to handle the new octree size when the octree has to grow or reduce his size? One solution is to have 2 octree, 1 for static and 1 for dynamic, but not sure it's a good solution. Another solution for scene with low dynamic object is just to have static octree and have dynamic without culling method, but works only for very small dynamic object list surely. Thanks! https://ift.tt/eA8V8J
Hi everybody, Having an octree for static scene is not a big deal, you know the size by computing the AABB, you can then make the 8 children recursively. But what about a dynamic scene? How to have it efficient? There is two problems at least: 1) How to have the moving object efficiently set to the new octree child node? 2) How to handle the new octree size when the octree has to grow or reduce his size? One solution is to have 2 octree, 1 for static and 1 for dynamic, but not sure it's a good solution. Another solution for scene with low dynamic object is just to have static octree and have dynamic without culling method, but works only for very small dynamic object list surely. Thanks!
from GameDev.net http://bit.ly/2vV4Epw
from GameDev.net http://bit.ly/2vV4Epw
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