Questions tagged [geometry-instancing]

51 questions
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Instancing millions of objects in OpenGL: improving frames-per-second

My ultimate goal is to render 1 million spheres of different sizes and colors at 60 fps. I want to be able to move the camera around the screen as well. I have modified the code on this page of the tutorial I am studying to try to instance many…
Paul Terwilliger
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What is the most efficient method of rendering sprites in DirectX 10?

I am currently experimenting with various ways of displaying 2D sprites in DirectX 10. I began by using the ID3DX10Sprite interface to batch draw my sprites in a single call. Eventually, however, I wanted a little more control over how my sprites…
Daniel Hopkins
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Per instance UV texture mapping in Three.js InstancedBufferGeometry

I have a InstancedBufferGeometry made up of a single Plane: const plane = new THREE.PlaneBufferGeometry(100, 100, 1, 1); const geometry = new THREE.InstancedBufferGeometry(); geometry.maxInstancedCount = 100; geometry.attributes.position =…
Jack Wild
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THREE.InstancedBufferGeometry and shadows

I'm playing with instances and is awesome. Now I'm trying to make every instance cast shadows but no luck. I made a clone of Lambert material adding the instance handling for position, scale, etc and is working, but this is casting only one shadow:…
Arnaldof
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How to use geometry-instancing in Bevy?

I am rendering a point-cloud using Bevy, but currently spawning a icoshpere for each point, which gets quite slow with 775k points. What is the easiest way to use mesh instancing to reduce overhead? This is the code for how I am doing it…
Redline
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A strange bug about GPU Instancing on phones with android version 7.0 and below equipped Adreno

When i use GPU instancing, i found that there is a problem that is difficult to understand on mobile phones equipped with Qualcomm processors with Android version 7.0 and below. It seems to be related to the memory layout,but only happens on the…
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Is there a defined draw order for OpenGL instanced drawing?

I want to draw a large number of overlapping, opaque objects, using OpenGL instancing. To keep the fill rate down, I want to sort from near the camera to far from it. If I order the values in the buffers in the order that I want the drawing to…
Retracted
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Performantly render tens of thousands of spheres of variable size/color/position in Three.js?

This question is picking up from my last question where I found that using Points leads to problems: https://stackoverflow.com/a/60306638/4749956 To solve this you'll need to draw your points using quads instead of points. There are many ways to do…
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With Instancing, I am not able to change the transparency/opacity of the individual child geometries

I have a simple model consisting of 1000 instances of sphere. I am trying to use instancing to reduce the number of draw calls. However, I am not able to change the transparency/opacity of the individual child geometries. I already tried the…
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Cant understand concept of merge-instancing

I was reading slides from a presentation that was talking about "merge-instancing". (the presentation is from Emil Persson, the link: www.humus.name/Articles/Persson_GraphicsGemsForGames.pptx, from slide 19) I can't understand what's going on, I…
Newline
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OpenGL collision detection with instanced object

I implement the collision detection in my project so I have for each object an origin and max and min vertices so I can calculate the collision detection simply not accurate which is I want at that stage, but I may have many instanced objects which…
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Instancing with OpenGL 3.3 seems very slow

I wrote a minimal code-sample in C++, which is rendering 10000 colored quads on the screen. I am using "instancing" and so updating only the model-matrix for each quad each frame. The data of the 6 vertices are stored in an indivdual VBO und will be…
SoulfreezerXP
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OpenGL Grass rendering

I have been researching different techniques for rendering grass. I've decided to go with a Geometry shader generated grass mainly so I can generate triangle fans on the fly when I render them as GL_POINTS but I'm not seeing the performance I'd…
user4161529
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How can I draw multiple instances of a UIView without using CAReplicatorLayer?

I have a UIView, and I want to make multiple replicas of it that I can position on different points of the screen. I also want to be able to apply different masks/transforms to each of the replicas so that each one can potentially show a different…
Antonio
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OpenGL -- Render multiple meshes, with individual transformations, at once

I'm looking for a way to render many meshes at once, so that I don't have to issue a draw call for each mesh. I'm dealing with a 2D rendering here, and a typical object such as a square may have only two triangles in it. However, an object may also…
Steven Lu
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