Conserving Bandwidth: Geometry
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Use only the amount of geometry required (LODs)
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Minimize amount of data per vertex
–
Use packed ARGB (not floating point ARGB)
–
Don’t specify Z or W if you don’t need it
–
•
Use multi-texturing instead of multi-pass rendering
•
•
Example:
Applying 2 textures
•
•
single-pass w/ multi-texture: pass 1 – (xyzs
1
t
1
s
2
t
2
)
•
two rendering passes: pass 1 –
(xyzs
1
t
1
)
pass 2 – (xyzs
2
t
2
)
•
•
®
single-pass up to 30% reduction in data
-
Use the minimum amount of geometry required – don’t over-tesselate
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Culling Strategies
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Distance-Squared Based LODs (with fog)
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Coarse View-Frustum Culling
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Portal Rendering and Potentially Visible Sets