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Vegetation Research


Josh

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The Leadwerks 3 vegetation system is being designed to side-step the bottlenecks that limited the Leadwerks 2 vegetation system. The Leadwerks 2 system involved large collections of 4x4 matrices for each instance, resulting in hundreds of megs of data stored with the map. Eliminating this data results in small map sizes and reduction of memory usage.

 

Here we have 10,000 trees being rendered (with no billboards), for a total geometry count of 14 million polygons. Memory usage is...zero!

 

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The framerate for this is 130 in debug and release mode, which tells me it's hitting the ceiling on the GPU vertex shader. Obviously we will use billboards to reduce the polygon count, but this tells me we're on the right track.

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GEForce 780. The polycount is ridiculous, and billboards will cut it down to a reasonable level. This shows that the system is being designed to eliminate the bottlenecks the old LE2 system had.

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So it's billboards for the most distant vegetation, right? Will we see an automated LOD system for the distances closer than billboard distance?

 

That could allow for crazy dense vegetation.

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LOD beyond billboards probably won't be necessary. At any given time, billboards tend to eliminate 95% of the polygon count, and further optimization beyond that doesn't result in much difference.

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