I need help with the below.
Consider the following 3D scene representing an old town's main square:
• A single statue
static geometry, high polygon count
low complexity fragment shader
• A particle system simulating smoke
animated, rendered as a large set of points
• A small set of characters
animated geometry, medium polygon count
medium complexity fragment shader
• A large set of buildings
static geometry, low polygon count
low complexity fragment shader
• A background image/skybox
• The camera/viewpoint is continuously moving within the scene.
How would you render the statue - by itself – using OpenGL to achieve maximum vertex performance (vertices/second)?
How would you render the particle system - by itself - using OpenGL to achieve maximum vertex performance (vertices/second)?
How would you render the scene - as a whole - most efficiently on a GPU using OpenGL?
Given that the 3D scene was being rendered correctly but that you wanted to improve the performance further, how would you determine if the main performance limitation/bottleneck was located in the application, in the vertex processing stage, or in the fragment processing stage?