David's Blog

Mostly Hobby Stuff

Occluder Fusion Cells and Light Filtering

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Today I added support for optionally setting the occluder fusion cell size for each model.

I should probably explain what the occluder fusion cell size is: When rendering multiple instances of an object, for example patches of grass, objects are grouped/fused into chunks. This allows everything in a fusion group to be drawn in a single draw call. In addition to reducing the number of draw calls this reduces the amount of overhead for lighting, material setup, occlusion culling etc.

Hence it becomes trivial to support large numbers of identical objects without the need for special case code. Which in turn simplifies other features such as editing, object painting, decals and particle mesh emitters(TODO).

Anyways, the reason I needed to set the cell size was that for most objects a default size suffices, but for distant/background objects, like buildings in the distance the cell size should be much larger. The cell size can also be tweaked to allow more detailed lighting, since light bindings are shared between all objects within a fused group.


Next I added a component which sets a models light filter group based on the object which it is standing on. The reason for this is that objects like the player move from outside to inside. When inside, the player should not have lights such as the directional light simulating diffuse light from the sky affecting them.

One pleasing thing about this feature was that it is a good example of the power of my component based architecture. The entire implementation is about 130 lines, with the ability to apply this component to any model and full editor configuration support:-)


Written by therealdblack

May 2, 2010 at 8:33 pm

Posted in Hobby Game, XNA

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