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Efficient Software Occlusion Culling on Mobile Platform in 'Life After'

Wenhui Tao  (Game Engine Programmer, Netease Games)

Pass Type: All Access Pass, Core Pass

Topic: Programming

Format: Lecture

Vault Recording: TBD

Audience Level: All

In this session, Wenhui Tao, Game Engine Programmer at NetEase Games, talks about the efficient software occlusion culling (SOC) solution used in the mobile game Life After. The solution consists of three highly optimized components. It has a lightweight SOC algorithm, along with an efficiently organized culling pipeline, and an innovative occlusion mesh generator which providing high-quality occlusion meshes for the SOC algorithm.

In practice, within about 1.5ms per frame on low-end phones (e.g. iPhone 6s), the solution works perfectly with the game's dynamic open world, reducing draw calls by an average of 65% without introducing any false occlusions, allowing artists to create large and complex scenes without paying too much attention to performance issues.

In this talk, Wenhui Tao covers all three parts, showing how to optimize the flow and codes of the culling algorithm for Neon-capable phones, as well as how to cut down the pipeline cost by eliminating cache misses and taking advantage of multi-threading. He will also reveal how to use the so-called 'visibility functions' to smooth surfaces and generate high-quality occlusion meshes.

Takeaway

Attendees will learn an efficient software occlusion culling (SOC) solution, which improves game performance with a high culling rate at a very low cost. They will see various issues that arise in culling, from organizing data, implementing runtime culling algorithm, to generating high quality occlusion meshes, and how presenters have dealt with these challenges.

Intended Audience

This is for programmers and students interested in pursuing a career as an engine programmer. No prerequisite knowledge necessary; however, those with knowledge on occlusion culling will have a better understanding.