Optimization

    • Rendering large amounts of objects efficiently is easy, but when a large scene must be rendered, it can become inefficient. To solve this, visibility computation must be added to the rendering. This makes rendering less efficient, but at the same time, fewer objects are rendered. Therefore, the overall rendering efficiency is improved.
    • Configuring the properties of every material for every object that needs to be rendered is also slow. To solve this, objects are sorted by material to reduce the costs. At the same time, sorting has a cost.
    • In 3D physics, a similar situation happens. The best algorithms to handle large amounts of physics objects (such as SAP) are slow at insertion/removal of objects and raycasting. Algorithms that allow faster insertion and removal, as well as raycasting, will not be able to handle as many active objects.

    Common

    GPU

    3D