Archive for the ‘optimisation’ tag
Ideas for Scene Graph Optimisation
Authors note: I use terms such as ‘disadvantage’ when refering to Second Life’s building tools as a comparison to professional tools with professional artists, naturally user generated content tends to lean towards less efficient building techniques. This is not a slight on the content creators themselves, just that the tools make lots more work for people writing renderers and dealing with efficiency.
Second Note: Like my previous post, a large deal of this is speculation. I plan on confirming or denying a large number of my suspicious with the Xenki viewer’s design, but at this point should be just ramblings on the authors blog rather than any authorative statement.
As a sidenote from my previous post - I have some more ideas I’d like to try put into practice directly with rendering Second Life(tm)-style scenes faster for Xenki. The mainline SL client achieves it as far as I can tell through a combination of utter brute force (equivilent to sending an entire dam through a garden hose every minute - It’s pretty impressive.) and lots and lots and lots of caching.
This is not going to play well with WPF at all (I can see that much already), first we dont have access to low level hardware, and second I dont want to debug a thousand graphics glitches with every nuanced bit of hardware. Thanks, but no thanks, I’d rather let MS worry about that part.
So, if brute force is out of the question, what options exist for making things render faster.
First is the obvious one - let’s cache better.
One of the things that has been lamented previously has been the fact that Second Life has dynamic content, ergo we cannot cache the scene - I suspect this isnt the whole deal, while it is true that every object in the scene can potentially be moved (scripted or avatar building) at any moment, we can evaluate a lot of them on probabilities and discount swathes as likely to move.
Objects
Objects can be pretty easily split between “Likely to move” and “Unlikely to move.” Likely to move objects were either recently created, marked temporary or physical, or contain scripts. While it is true the others could still move, the probability is significantly lower, and therefor we can more readily cache them. If they get moved, then we’ll need to rebuild that cache (without the object that moved), but for now - it’s acceptable.
This cache could take the form of rendering the entire ’static’ portion of the scene to a single massive vertex buffer, and then rendering the dynamic elements individually (or in smaller caches). This is very similar to how modern games work - however in that case you have the advantage of being able to build a BSP tree in the editor. I am uncertain as to whether we are capable of doing BSP generation fast enough to make this dynamic cache feasible, but it is an interesting idea nontheless (Insert additional concerns about wide open spaces and BSP trees here).
A potential downside here is that we’ll need to change how LOD works for this to be effective - rather than having LOD calculated “on the fly” as your camera navigates, we will need to force the scene, then only update LOD periodically as the cache refreshes. In this case, LOD may become a function of the size of the object in absolute terms rather than relative to screen space.
Maintaining this cache on an idle processor
One of the great things about processors lately has been the abundance of cores added, this means chances are there is a piece of hardware sitting on this machine without much to do. We can leverage this by doing the cache building and maintainence on a seperate thread which runs on another processor, because the cache is not a prerequisite to rendering - we can optimise the cache in the background, then use it when it is availible.
Handling Textures Better
Second Life has the disadvantage of not using professionally created textures on every surface - this means that it’s possible for a microscopic object that you cannot really see having a massive 1024×1024 sized texture attached to it, increasing both bandwidth usage - and the amount of texture memory that is consumed in displaying your scene.
An idea for fixing this problem could be to measure the surface area each texture is applied to, then using this surface area to approximate what resolution we should render each texture as. (Converting that 1024×1024 texture down to a 32×32 texture if it is only used once, on that object).
By doing this, in combination with careful management of the amount of texture memory availible (downsampling to fit memory and applicability together) this may get around at least part of the “huge texture memory consumption problem”.
