Terrain: Consider rendering terrain occlusion depth to 1/4 screen resolution size
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- Dominant language
- TypeScript
- Stars
- 12.4k
- Forks
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Description
As globe gets introduced, we add more rendering workload. A potential terrain optimization is to render the terrain depth pass used for symbol occlusion at a lower resolution (1/4). Symbol occlusion doesn't need the full precision of the screen resolution and occlusion results are more forgiving of false positive results.
- Evaluate current GPU terrain depth pass cost
- Evaluate whether terrain depth could be rendered at a smaller viewport resolution without introducing rendering issues
- Evaluate whether the method should be adopted by globe
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by locating the terrain depth pass and measuring its current GPU cost. Evaluate rendering that pass at one-quarter screen resolution, checking for symbol-occlusion issues and whether the approach also works with globe rendering. Done means the performance impact and rendering trade-offs are documented, with a clear adoption decision.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- typescript
- Domain
- computer-graphics, performance
- Issue type
- Refactor
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100