Interior Mapping is a great way to display the building interior making use of optical illusion. While it does render the real room of a building from outside, all the work has been done without any extra vertices. This definitely sounds great to any performance insensive scenes.
A Greate example to illustrate this could be a game scene located at a CBD where rendering each instance could be an aweful overhead for performance. Considering the obvious pattern we would see if we use the same texture for each room. Interior mapping turns out to be a compromising way to make it look good while maintaining the high fps.
This technique has several advantages in summary:
- The framerate or memory cost is independent from the amount of rooms. Actually, you can put as many room as you want into the scene, the performance would be exactly the same.
- Since we can use the same wall many times for a building, we can render a “complex” scene with a little resources.
- It requires no extra advance shader model featuers. Common SM3 model would be enough.