Understanding multithreaded rendering

The traditional method of real-time rendering always involves three separate phases: user updating (UPDATE), scene culling (CULL), and executing OpenGL calls (DRAW).

User updating include all kinds of dynamic data modifications and operations, like changing the scene graph hierarchy, loading files, animating mesh vertices, and updating camera positions and attitudes. It then sends the scene graph to the culling phase, within which the scene is rebuilt, for the purpose of improving final rendering performance. Objects that are invisible in the viewing frustum or hidden for any reason will be removed, and the rest are sorted by rendering states and pushed into a drawing list. The list will be traversed in the ...

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