Rendered Image Comparison

For the past several months I've been refactoring the automation framework off and on for Unreal Engine 4. One of the things that we wanted to bring to the framework this time around was image comparison. Spending time improving our automated testing. If image comparison tests fail, we generate failure…

Hierarchical Z-Buffer Occlusion Culling - Generating Occlusion Volumes

Almost a year ago I wrote a couple of posts on Hierarchical Z-Buffer Occlusion Culling (HZB-OC). Hierarchical Z-Buffer Occlusion Culling Hierarchical Z-Buffer Occlusion Culling – Shadows One very glaring issue I left largely untouched was the workflow issue.  Artists currently have to author all or a large percentage of the volumes…