Difference between revisions of "GPU Instancer:Terminology"

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(Occlusion Culling)
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This solution has two major drawbacks: '''(a)''' You need to prepare (bake) your scene's occlusion data before using it and '''(b)''' you need your occluding geometry to be static to be able to do so. That effectively means that objects that move during playtime cannot be used for occlusion culling.
 
This solution has two major drawbacks: '''(a)''' You need to prepare (bake) your scene's occlusion data before using it and '''(b)''' you need your occluding geometry to be static to be able to do so. That effectively means that objects that move during playtime cannot be used for occlusion culling.
  
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[[File:GPUI-Terminology-OcclusionCulling2.png|thumb|left|Occlusion Culling without Baking]]
  
 
GPUI offers  
 
GPUI offers  
  
 
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=== How does Hi-Z Occlusion Culling work? ===
 
=== How does Hi-Z Occlusion Culling work? ===

Revision as of 19:35, 1 December 2018

About | Features | Getting Started | Terminology | Best Practices | F.A.Q.


Terminology


GPU Instancing

Compute Shaders

Frustum Culling

GPU Based Frustum Culling

Without any culling, the graphics card would render everything in the scene; whether the rendered objects are actually visible or not. Given that the more geometry the graphics card renders, the slower it will be rendering them, various techniques are used not to render the unnecessary geometry. "Culling" is a term that is used when some objects are decided not to be rendered based on a rule.


Frustum culling is a culling technique that checks the camera's frustum planes and culls the objects that do not fall into these planes. These objects are culled because they are not visible by the camera.


GPU Instancer does all the camera frustum testing and the required culling operations with compute shaders in the GPU before rendering the instances. Because of this, the culling operations are both faster and they do not take any time in the CPU allowing for more room to game scripts in the CPU.

Occlusion Culling

GPU Based Occlusion Culling

In most games, the camera is dynamic - it captures the game world from different angles. So for example in one camera position, the grass behind a house can be visible - and yet in another one it may not. However, with only frustum culling, the grass will be rendered as long as it stays inside the camera frustum - even though it may actually be hidden behind the house. This happens because objects are drawn from farthest first to closest last in Unity (and 3D graphics in general). The closer ones are thus drawn on top of the farther ones. This is referred to as overdraw.


Occlusion Culling is a technique that targets this concern. It lightens the load on the GPU by not rendering the objects that are hidden behind other geometry (and therefore are not actually visible).


As opposed to frustum culling, occlusion culling does not happen automatically in Unity. For an overview of the Unity's default occlusion culling solution, you can take a look at this link:

https://docs.unity3d.com/Manual/OcclusionCulling.html


This solution has two major drawbacks: (a) You need to prepare (bake) your scene's occlusion data before using it and (b) you need your occluding geometry to be static to be able to do so. That effectively means that objects that move during playtime cannot be used for occlusion culling.


Occlusion Culling without Baking

GPUI offers

How does Hi-Z Occlusion Culling work?

In occlusion culling (in general), the most important idea is to never cull visible objects. After this, the second-most important idea is to cull fast. GPUI's culling algorithm makes the camera generate a depth texture and use this to make culling decisions in the compute shaders. There are various advantages of this (e.g. you don't need to bake occlusion maps, can use culling with dynamic occluders, etc.) and it is extremely fast since all the operations are executed in the GPU. However, the culling accuracy is ultimately limited by the precision of the depth buffer. On this point, GPUI analyzes the depth texture, and decides how accurate it can be without compromising performance and culling actually visible instances.

As you can see in the images below, the depth texture is a grayscale representation of the camera view where white is close to the camera and black is away.

Hi-Z Occlusion Culling-1.png


Hi-Z Occlusion Culling-2.png



As the distance between the occluder and the instances become shorter with respect to the distance from the camera, their depth representation become closer to the same color:

Hi-Z Occlusion Culling-3.png



In short, given the precision of the depth buffer, GPUI makes the best choice to cull instances for better performance - but also without any chance to cull any visible objects.