On 5/23/06, Yanling Liu <[EMAIL PROTECTED]> wrote:
Yes, balanced scene graph. That's what I am struggling for.

Currently my scene includes 3.4 millions triangles and may have even more
triangles later. On a 3.6G Xeon CPU and NVIDIA Quadro 3400, the fps is about
8. Large drawables are not suitable because the demand for fast collision
detection and modification to triangles. I need a balanced scene graph
having thousands of small drawables:(

With larger numbers of triangles you'll find that you'll blow memory
down of the GPU so will end up swaping lots, and performance will drop
significantly.  Actually vertex processing perfomance is unlikely to
be the problem.  Having bite sized chunks of 1-10,000 triangles will
help things once swapping starts occuring, as using VBO will help.

The other major factor to help is using LOD'ing as this can help load
balance the whole system.

The needs of efficient collision detection and rendering are
different, the former needing finer grained scene graphs than are
suitable for the later.  You could try for a balance between the two
or just provide a high level of subdivision of drawables via a
seperate hierachy, such as a osg::Shape heirachy or your own
subivision.   We are getting in the realm of custom solutions though,
so don't expect the OSG to help you out much, you are going beyond the
core remit of the OSG.

Robert.
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