Unity Labs:AutoLOD –试验自动性能改进

Would you be willing to trade storage cost for up to a 10x improvement in rendering performance? If so, then read on…

您是否愿意以存储成本为代价,将渲染性能提高10倍? 如果是这样,请继续阅读...

Check out the code on GitHub!

GitHub上查看代码!

动机 (Motivation)

As creators of digital 3D content, we want our creations to look and perform their best. In some cases we may be attempting to push rendering to the limit because we are in control of the hardware on which the experience will run. In other cases, we may be building an experience that has to run on a variety of hardware. Either way, we can pick and choose from a variety of performance optimizations to improve both CPU and GPU running time: occlusion culling, texture atlasing, static and dynamic batching, GPU instancing, shader fallbacks, multi-threading, lightmapping, optimizing garbage collection / scripts, and many more techniques. One technique that has been tried-and-true in 3D graphics is using varying levels of detail (LOD) for meshes.

作为数字3D内容的创作者,我们希望我们的作品看起来并发挥最佳性能。 在某些情况下,我们可能会尝试将渲染推到极限,因为我们可以控制运行体验的硬件。 在其他情况下,我们可能正在构建必须在各种硬件上运行的体验。 无论哪种方式,我们都可以从各种性能优化中进行选择,以改善CPU和GPU的运行时间:遮挡剔除,纹理贴图,静态和动态批处理,GPU实例化,着色器后备,多线程,光照映射,优化垃圾回收/脚本和更多技术。 在3D图形中经过实践检验的一种技术是对网格使用不同级别的细节 (LOD)。

LOD0 is traditionally the original mesh. Each additional LOD is a decimation or reduction of the previous LOD, which reduces the polygon count.
传统上,LOD0是原始网格。 每个附加的LOD是前一个LOD的抽取或减少,从而减少了多边形数量。

If LOD is tried-and-true, then why talk about it? I’d venture to say it has something to do with how readily available LODs are.

如果LOD是可靠的,那么为什么要谈论它呢? 我敢说这与LOD的可用性有关。

Digital productions may not be taking full advantage of LOD for any of the following reasons:

由于以下任何原因,数字产品可能无法充分利用LOD:

    This past summer I was looking to challenge some of these barriers to LOD usage in an experimental project I’ve called AutoLOD. I was joined in Labs by Yangguang Liao, a Ph.D. student from the University of California, Davis to assist with the project. Parts of this project were originally started at Hack Week 11 (2016) with Elliot Cuzzillo and continued during Hack Week XII (2017) with Jake Turner.

    去年夏天,我试图在我称为AutoLOD的实验项目中挑战使用LOD的一些障碍。 辽阳光博士是我加入实验室的。 来自加州大学戴维斯分校的学生协助该项目。 该项目的部分内容最初是与Elliot Cuzzillo于Hack Week 11(2016)一起开始的,随后由Jake Turner延续至Hack II XII(2017)。

    The above video shows rendering with traditional LOD [left] at an average of 30 fps compared to rendering wit

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