This document discusses hierarchical level of detail (HLOD) techniques for improving graphics performance and optimization in large 3D scenes. HLOD allows grouping different 3D objects based on distance from the camera and rendering them as a single batch to reduce draw calls. The document explains how HLOD works, provides examples of baking HLOD trees, and compares the performance and memory usage of HLOD to traditional static batching and level of detail techniques.
The document describes the process of generating voxelized shadows using a voxel DAG representation. It involves capturing shadow maps from the GPU and transmitting them to system memory. Min/max mip levels are also captured and transmitted. The shadow data is then used to build a voxel DAG from SVO or DAG representations, with nodes marked as lit or shadowed.
The document describes the process of generating voxelized shadows using a voxel DAG representation. It involves capturing shadow maps from the GPU and transmitting them to system memory. Min/max mip levels are also captured and transmitted. The shadow data is then used to build a voxel DAG from SVO or DAG representations, with nodes marked as lit or shadowed.
This document discusses using ray tracing to perform visibility testing of voxel objects. It describes how ray tracing can be used to efficiently determine which voxel objects are visible without needing to render everything like with traditional occlusion culling. The key steps are:
1. Create a ray tracing buffer in GPU memory
2. Trace rays from pixels into a KD-tree of voxel objects to find the closest visible object
3. Record the object IDs in the buffer
This approach is shown to perform faster than CPU occlusion culling by implementing it using CUDA on the GPU. Testing finds it can render frames at over 60 FPS even with large voxel worlds containing 50,000+ objects.
5. Shadow Map in Shadow Space On Rendering in Camera Space
Shadow Map applied
Shader Resource View
Sampling z-value from
Shadow Map
Compare z-value and
per pixel.