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LOD and Culling Systems That Scale
Mike Acton
Culling
• Per view frustum (6-18 culling planes)
• 5 views in this sample (main camera + shadow cascades)
• Deep hierarchy (nested prefabs)
• ~30-200K instances per section (e.g. single building)
• ~5M instances in scene (whole scene in editor)
Culling
• What’s not surprising?
• World is static.
• Flatten hierarchy.
Position
Scale
Rotation
Position
Scale
Rotation
Position
Scale
Rotation
LocalToWorld
LocalToWorld
LocalToWorld
LocalToWorld
LocalToWorld
LocalToWorld
RenderBounds
RenderBounds
RenderBounds
LocalToWorld
LocalToWorld
LocalToWorld
WorldRenderBounds
WorldRenderBounds
WorldRenderBounds
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
• Flat list of 5M instances
• Next step?
• Hierarchical spatial tree?
• What’s our data look like?
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
• 16K Chunks of component data
• Subscenes roughly spatial
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
ChunkWorldRenderBounds
ChunkWorldRenderBounds
• ~60K Chunks
• (For each view)
Culling
• Another level of hierarchy?
• Take a look at the data we have again…
LocalToWorld
LocalToWorld
LocalToWorld
LocalToWorld
LocalToWorld
LocalToWorld
MeshRenderer
MeshRenderer
• Render Batch
LocalToWorld
LocalToWorld
LocalToWorld
LocalToWorld
LocalToWorld
LocalToWorld
MeshRenderer
MeshRenderer
LocalToWorld
LocalToWorld
LocalToWorld
LocalToWorld
LocalToWorld
LocalToWorld
MeshRenderer
MeshRenderer
0
1
2
3
4
5
-
-
-
-
-
-
LocalToWorld
LocalToWorld
LocalToWorld
LocalToWorld
LocalToWorld
LocalToWorld
MeshRenderer
MeshRenderer
0
1
2
3
4
5
-
-
-
-
-
-
LocalToWorld
LocalToWorld
LocalToWorld
LocalToWorld
LocalToWorld
LocalToWorld
MeshRenderer
MeshRenderer
0
1
2
3
4
5
1
4
5
-
-
-
• Render Batch Index List
• Same Mesh Renderer
• Max 1023 instances
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
ChunkWorldRenderBounds
• Chunks
• SharedComponent
MeshRenderer
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
ChunkWorldRenderBounds
• Chunks
• SharedComponent
MeshRenderer
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
ChunkWorldRenderBounds
MeshRenderer
LocalToWorld
LocalToWorld
LocalToWorld
• Chunks
• SharedComponent
MeshRenderer
LocalToWorld
LocalToWorld
LocalToWorld
MeshRenderer
LocalToWorld
LocalToWorld
LocalToWorld
LocalToWorld
LocalToWorld
LocalToWorld
MeshRenderer
MeshRenderer
• Looks a like like what we need for
render batch
Chunk A
Chunk B
Chunk C
Chunk D
Chunk E
Chunk F
• Render Batch = NativeArray of
Chunks
• …Gives us second-level hierarchy
Chunk A
Chunk B
Chunk C
Chunk D
Chunk E
Chunk F
• Different streaming subcenes?
Chunk A
Chunk B
Chunk C
Chunk D
Subscene A
Subscene B
Chunk A
Chunk B
Chunk C
Chunk D
Chunk E
Chunk F
[Aside] Let’s go back to…
Render Batch = NativeArray of Chunks
Is this safe?
EntityManager.GetComponentOrderVersion
A A A A A A A A A A
B B B B B B
C C C
EntityManager.GetComponentOrderVersion
A A A A A A A A A A
B B B B B B
C C C
Check OrderVersion of Required
Components (ABC)
EntityManager.GetComponentOrderVersion
A A A A A A A A A A
B B B B B B
C C C
Order Outside Set has changed.
EntityManager.GetComponentOrderVersion
A A A A A A A A A A
B B B B B B
C C C
EntityManager.GetComponentOrderVersion
A A A A A A A A A
B B B B B B
C C C
EntityManager.GetComponentOrderVersion
A A A A A A A A
B B B B B B
C C C
A
EntityManager.GetComponentOrderVersion
A A A A A A A A
B B B B B B
C C C
A
1
0
0
EntityManager.GetComponentOrderVersion
A A A A A A A A A A
B B B B B B
C C C
Order Inside Set has changed.
EntityManager.GetComponentOrderVersion
A A A A A A A A A A
B B B B B B
C C C
EntityManager.GetComponentOrderVersion
A A A A A A A A A A
B B B B B B
C C C
Cause B,C to change archetype
EntityManager.GetComponentOrderVersion
A A A A A A A A A A
B B B B B B
C C C
Cause B,C to change archetype
EntityManager.GetComponentOrderVersion
A A A A A A A A A
B B B B B B
C C C
EntityManager.GetComponentOrderVersion
A A A A A A A A A
B
B
B B B B
C
C
C
EntityManager.GetComponentOrderVersion
A A A A A A A A A
B
B
B B B B
C
C
C
EntityManager.GetComponentOrderVersion
A A A A A A A A A
B
B
B B B B
C
C
C
1
1
1
All Required Component Order Versions changed
= Chunks invalid
Chunk A
Chunk B
Chunk C
Chunk D
Chunk E
Chunk F
[Aside] Let’s go back to…
Render Batch = NativeArray of Chunks
Is this safe?
Yes.
Culling loop is Simple.
Render Batch
Chunk
ChunkRenderBounds
WorldRender
Bounds
WorldRender
Bounds
Batch
Index
Batch
Index
Chunk
ChunkRenderBounds
WorldRender
Bounds
WorldRender
Bounds
Batch
Index
Batch
Index
Culling loop is Simple. (Batches in parallel)
Render Batch
Chunk
ChunkRenderBounds
WorldRender
Bounds
WorldRender
Bounds
Batch
Index
Batch
Index
Chunk
ChunkRenderBounds
WorldRender
Bounds
WorldRender
Bounds
Batch
Index
Batch
Index
Render Batch
Chunk
ChunkRenderBounds
WorldRender
Bounds
WorldRender
Bounds
Batch
Index
Batch
Index
Chunk
ChunkRenderBounds
WorldRender
Bounds
WorldRe
Boun
Batch
Index
Batch
Index
LOD
• What about LOD?
• Flatten similar to transform hierarchy
• But still LOD groupings…
LocalToWorld
LocalToWorld
LocalToWorld
LOD 0
LocalToWorld
LocalToWorld
LocalToWorld
LOD 0
LOD 1
LOD 1
HLOD 0
HLOD 1
LOD
• What about LOD?
• Most instance LODs are unique (not mesh combinations)
LocalToWorld
LocalToWorld
LocalToWorld
LOD 0
LocalToWorld
LocalToWorld
LocalToWorld
LOD 0
LOD 1
LOD 1
LocalToWorld
LocalToWorld
LocalToWorld
LOD 0
LocalToWorld
LocalToWorld
LocalToWorld
LOD 0
LOD 1
LOD 1
LOD 0
LOD 0
LOD
• What about LOD?
• Most instance LODs are unique (not mesh combinations)
• What about HLOD?
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
ChunkWorldRenderBounds
Chunks by
• Same Renderer
• Same Subscene
MeshRenderer
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
LocalToWorld WorldRenderBounds
ChunkWorldRenderBounds
MeshRenderer
Subscene A
Subscene B
99+% of chunks have
only one HLOD root
LocalToWorld
LocalToWorld
LocalToWorld
LOD 0
LocalToWorld
LocalToWorld
LocalToWorld
LOD 0
LOD 1
LOD 1
LOD 0
LOD 0
HLOD 0 5
HLOD 1 1
LOD loop is Simple.
Chunk
HLOD
LOD LOD LOD LOD
HLOD
LOD LOD LOD LOD
Packed Potentially Visible Bitset
LOD loop is Simple. (Chunks in parallel.)
Chunk
HLOD
LOD LOD LOD LOD
HLOD
LOD LOD LOD LOD
Chunk
HLOD
LOD LOD LOD LOD LOD LOD
Putting them together
LOD (All Chunks) Cull (View 0) Cull (View 1) Cull (View 2) Cull (View 3) Cull (View 4)
Look at culling loop again…
Render Batch
Chunk
ChunkRenderBounds
WorldRender
Bounds
WorldRender
Bounds
Batch
Index
Batch
Index
Chunk
ChunkRenderBounds
WorldRender
Bounds
WorldRender
Bounds
Batch
Index
Batch
Index
Early out based on LOD visibility
Render Batch
Chunk
ChunkRenderBounds
WorldRender
Bounds
WorldRender
Bounds
Batch
Index
Batch
Index
Chunk
ChunkRenderBounds
WorldRender
Bounds
WorldRender
Bounds
Batch
Index
Batch
Index
Any LOD Visible? Any LOD Visible?
Recap
• Simple culling loop
• Simple LOD loop
• Because we could reason about how data was stored…
• …and some basic statistics about that data.
Key to Data-Oriented Practice =
Data Transparency

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