Solving Old Triangle Rendering Problems
Programmer Timothy Farrar has collected several solutions he has come across for old problems he has encountered during his trials with triangle rendering.
On level of detail and large view distance occlusion, Farrar suggests you build surfaces up with layers of small triangles: "Each layer independent. New LOD blends in new fine layer, blends out a previous course layer, keeping enough middle layers to insure a good effect. Course layers are mostly inner hulls, fine LOD layers mostly extend the surface, or split into disjoint shapes."
He describes the method as similar to an artist painting a scene, laying out rough shapes of color (lower LOD layers) before refining them (fine LOD layers): "Occlusion culling is an easy and solved problem, with occlusion queries and a hierarchical layered world structure."
With the LOD problem solved, developers can now control the overall size of triangles in a given region on the screen: "Small triangles enables more work to be pushed back to the vertex shader. Even soft shadows and diffuse transparency effects. Gets rid of the need for multiple passes for lighting. All lighting + dynamic global illumination computed per vertex, interpolate spherical harmonics for single pass per pixel lighting."
Farrar continues: "Keep in mind at 720P at 30fps, the GPU is solving for only 30 Mpix/sec, but has the capacity of over 200 Mtri/sec in setup. So small triangles are not a problem (until reaching the size of micro triangles, with bad pixel quad utilization)."

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