Another interesting scene optimization technique is Adaptive Tessellation. It’s been around for a while, at least since 1999, with Softimage|3D supporting it back then.
Here’s an old tutorial explaining available controls in Softimage|XSI:
These days, it can be done in hardware and in most of the popular rendering engines, including OpenGL, and Direct X. There’s also many different techniques for analyzing and optimizing how it’s handled during a render. Because of the variety of ways to approach this sort of optimization, game designers will sometimes need to port their scenes based on platform support, or maybe roll their own techniques in order to achieve platform independence.
Another interesting scene optimization technique is Adaptive Tessellation. It’s been around for a while, at least since 1999, with Softimage|3D supporting it back then.
Here’s an old tutorial explaining available controls in Softimage|XSI:
http://www.edharriss.com/tutorials/tutorial_xsi_rendering_optimization/rendering.htm
These days, it can be done in hardware and in most of the popular rendering engines, including OpenGL, and Direct X. There’s also many different techniques for analyzing and optimizing how it’s handled during a render. Because of the variety of ways to approach this sort of optimization, game designers will sometimes need to port their scenes based on platform support, or maybe roll their own techniques in order to achieve platform independence.
More examples:
https://www.youtube.com/watch?v=Gmp-WbfF8b8
https://www.youtube.com/watch?v=PTGTviYwolE
https://www.youtube.com/watch?v=AT7h8pYJRiw
https://www.youtube.com/watch?v=QpV8BqTnlsk