GRAPHICS × PRODUCTION
中EN

CGBull

↓

Hypergryph · 2020.05 - 2022.01

Ex Astris

Render Pipeline / Terrain / Vegetation / Runtime Virtual Texture / World Rendering

World-rendering infrastructure spanning terrain, vegetation and Runtime Virtual Texture, with rendering-pass and platform-extension responsibilities.

Render PipelineTerrainVegetationRuntime Virtual TextureWorld RenderingInstanced TerrainCPU + GPU CullingInstanced VegetationDual Culling BackendSplat-LayerPixel OverdrawMobile Cost
Ex Astris official key visual

Problem & goal

Large scenes need scalable visibility and material evaluation while respecting mobile CPU and GPU costs.

Design & implementation

  • Organize instanced terrain with CPU SIMD and GPU SIMT culling paths.
  • Build vegetation around instancing and explicit visibility responsibilities.
  • Use Runtime Virtual Texture to examine splat-layer evaluation and pixel overdraw.

Terrain, vegetation and virtual texturing form a connected world-rendering workflow with visible platform-cost boundaries.

01 / Instanced Terrain / CPU + GPU Culling

Terrain System

Instanced terrain separates visibility work from geometry submission.

  • Organize terrain patches and instanced rendering.
  • Support CPU SIMD and GPU SIMT culling responsibilities.
  • Inspect wireframe results and runtime terrain behavior.

02 / Instanced Vegetation / Dual Culling Backend

Vegetation System

A vegetation path combines instance management and two culling backends.

  • Organize instanced vegetation data and submission.
  • Separate CPU and GPU visibility responsibilities.
  • Check runtime scene results against platform constraints.

03 / Splat-Layer / Pixel Overdraw / Mobile Cost

Runtime Virtual Texture

Runtime virtual texturing explores terrain material evaluation and mobile pixel cost.

  • Organize splat-layer material inputs.
  • Inspect pixel overdraw and repeated shading cost.
  • Evaluate the runtime result under mobile rendering constraints.