The process of determining whether an object should be rendered in a scene.
3
votes
0answers
55 views
When does “frustum culling” actually happen?
So I am a little bit confused, and hopefully not too far off, about when frustum culling actually occurs. Let's suppose that I already have my objects in camera space, and then I have applied the ...
0
votes
1answer
19 views
Unity, manual culling
Is there a way to for example in vertex shader cull current vertex? I have my own grass system and I would like to cull straws that are further away than some distance but I can't use camera culling ...
0
votes
0answers
20 views
How to tell if a vertex is on camera?
My game was originally rendering with a orthagonal projection, but because I wanted a rayman-origins like water effect, I needed to switch to a frustrum projection. And now it doesn't correctly ...
1
vote
1answer
40 views
Spotlight Culling. Plane vs Cone Shape
I am building forward + engine based off of partially http://www.humus.name/Articles/PracticalClusteredShading.pdf
If you go to page 36 on the pdf and "spot light culling section" they mention "Do ...
0
votes
0answers
34 views
Particle shaders not visible when multiple cameras are used
I use a worldspace canvas in some parts of my game. I need the canvas to be visible, even if behind other objects. To do this I've set up a 2nd camera parented to the main camera, set it's clear flags ...
0
votes
0answers
71 views
Libgdx OrthographicCamera culling incorrectly when panning around the map
I'm using an Orthographic camera for the isometric effect and when i pan around to view the lower areas of my map, i get this weird culling effect where it shows less of the map when it should be ...
0
votes
1answer
53 views
Libgdx OrthographicCamera culling problem with zooming
When I set zoom on an orthographic camera to anything above 1 I get a strange black border on the bottom of the screen.
I suspect that this might be some sort of culling problem. I use a viewport to ...
0
votes
0answers
29 views
Depth test against culled objects
I have two cameras rendering 2 sets of geometry. (Achieved by setting clipping plane)
The first set contains two planes, and the second set contains a single plane. Each set sits on its own layer.
(...
0
votes
1answer
105 views
DirectX 11 Predication(Occlusion culling)
Right now I'm using Predication to cull my BV tree after I first cull it with a few different view frustums, to get different ranges of objects to pass on to other parts of the engine. Life is good it ...
0
votes
1answer
29 views
Occlusion culling of BV tree nodes behind terrain
So I have a bounding volume tree, almost an octree but not quite.
Anyway I'm trying to optimize my drawing, right now I have a few different culling frustums that I use to cull different ranges of ...
0
votes
0answers
66 views
Unity 3D - Rendering with occlusion culling
I want to render a huge world, looks a little like Minecraft. Right now I'm thinking about rendering chunk by chunk, each chunk will be 32x32x256. The game will lag, ofcourse, because of the thousands ...
0
votes
1answer
51 views
Z buffer for large vs small objects
Are there common, tried and tested techniques for making sure that when displaying very large and very small objects, in a 3D environment, those objects don't display in front or behind each other?
...
1
vote
2answers
135 views
Unity - Check if sprite is within range around player
I need to know if a sprite is within range (circle or square doesn't matter) around the player. If the sprite is, let's say, 100 blocks away from the player, I will disable it. This wouldn't be too ...
0
votes
1answer
51 views
Problem with Frustum Culling Right-Handed(LookAtRH GLM)
I am trying to do Frustum Culling based on Goemetric Approach, however don't matter how much i try, the frustrum rotate to opposite side, i tried to find a solution over all internet, but couldn't ...
0
votes
1answer
198 views
Unity 5 - Occlusion culling 2D error
I'm trying to set a Occlusion culling on my topdown 2D game. I have made a sprite object with a Occlusion Area on it.Once I try to bake it, it gives me the following error:
No Renderers that are ...
4
votes
1answer
339 views
An invisible object that deletes anything behind it?
I am using augmented reality to put a 3D object on top of a "camera detected" object.
The 3D object can be though of as leaves that go above the real world object but also fall in front / behind / on ...
0
votes
1answer
184 views
Moving occluders in Unity?
I've made a shader for a racing game in Unity that billboards a headlight glow effect (the lights are not actually light sources so I can't use lens flares). The quad with the glow texture is rotated ...
0
votes
1answer
175 views
How to manage loads and memory usage and process in unity
I want to know whether level and scene management for memory and process management is handled by Unity, or if the developer has to handle these kinds of concerns.
For example, imagine you want to ...
1
vote
1answer
188 views
Opengl occlusion culling huge performance drop
Hello I tried to implement occlusiong culling to my engine in opengl using java & lwjgl. Occlusion works but... performance drop is huge I mean from 60-70 fps to 3-6 fps. Here is my question what ...
0
votes
0answers
73 views
Doing camera shake together with culling isometric tiles
Following this question,
I've tried to do camera shake together with culling the tiles to no avail. The base code for camera shake is from this question.
This is the code that I tried but failed ...
0
votes
4answers
106 views
If a 3d surface is occluded by another 3d surface, does this have any effect on the performance and rendering speed?
We have a 3D character who is wearing a Gauntlet on his forearm and visibility of which can be turned on and off. Would it be better to create 2 versions of arm, one without extra triangles that are ...
1
vote
0answers
80 views
Front Face Culling with Shadowmapping
To avoid shadow acne I usualy use front face culling which works great. But for my current implementation the mesh is a quite complex terrain (depending on the lod level) and than the shading (dot ...
3
votes
1answer
318 views
The better performance in occlusion culling, plane or quad?
In the above picture, when the left camera shows two small parts of the quad, all of that is rendered (it can be a very large quad). But in the right one only two small parts of it is rendered.
Which ...
4
votes
1answer
665 views
Hierachical Z-Buffering for occlusion culling
I'm reading the Occlusion Culling section in Real-Time Rendering 3rd Edition and I couldn't understand how it works. Some questions:
How does having a "Z-pyramid" contribute? Why do we need multiple ...
1
vote
1answer
83 views
Partial mesh culling by checking against the AABB-tree of objects vertices instead of only the AABB of the whole objects
First thing: this is more of a conceptual question than an implementation oriented one, but still tips about implementation will be very much welcome if you happen to have any (athough I have some ...
4
votes
1answer
418 views
Is Frustum culling still needed today?
I'm reading about efficient Frustum culling algorithms. I found an article about a smart method that first use the Frustum AABB (Axis Aligned Bounding Box) to eliminate most of the scene before check ...
0
votes
1answer
194 views
Making certain GameObjects visible for a camera
I have 2 cameras in my 2D game.
One displays gameobjects normally, and the other camera draws some of these gameobjects reflected (scale.y *= -1). The reflected camera would draw only objects in the "...
2
votes
1answer
64 views
How does hidden surface removal work?
Lately, I've been learning some OpenGL for fun, and I've been thinking about hidden surface removal.
Say you have a high poly count static scene, with nothing that moves, no bones, physics, etc. Just ...
1
vote
0answers
13 views
CanDraw in large hierarchical scene with rotation
I've been assigned to write small simulation visualization, that contains thousands of cubes (I know you heard that before). Now I'm working on optimization of stuff that takes place there, but ...
0
votes
1answer
57 views
Determine whether an object is 'visible' at a given distance automatically?
I am creating an environment using procedural content. To optimise performance, I am batching small meshes ahead of time. For efficiency's sake, I don't want to batch objects that make only an ...
0
votes
2answers
82 views
back-face (back-line) culling without winding order
In fooling around with my own 3D display engine I've been able to get a few modest features working, and I've come close with this latest one - line culling - but I fear in order to do it correctly I'...
2
votes
2answers
188 views
Traditional Chunk Loading vs. Chunk Swapping
I'm designing a voxel-based game (aren't we all?), and just yesterday implemented infinite terrain generation. I'd already had the terrain generation working off of simplex noise, so this wasn't a ...
0
votes
1answer
291 views
Ambient occlusion: Correct culling after anisotropy correction
I've added simple color based ambient occlusion to my game.
First it looked like this (from giawa.com):
The description: "Due to anisotropy, the ambient occlusion shading on the top left is ...
3
votes
0answers
238 views
Compute directional light frustum from view furstum points and light direction
I'm working on a friends engine project and my task is to construct a new frustum from the light direction that overlaps the view frustum and possible shadow casters. The project already has a ...
0
votes
0answers
126 views
Frustum culling - error evaluating a point in the plane of the frustum
I am trying to implement the following code:
http://www.lighthouse3d.com/tutorials/view-frustum-culling/geometric-approach-implementation/
I need to use frustum culling in my graphics engine.
my ...
0
votes
0answers
23 views
Manual occlusion culling with glDrawElements [duplicate]
How should I go about doing occlusion culling with glDrawElements? I am dealing with voxel-like terrain. I want to avoid drawing the faces that are facing another block. I just don't know how to ...
1
vote
1answer
208 views
Frustum culling vs draw calls
In a more performance-sensitive environment than a desktop CPU/GPU (namely a mobile device) is there really a point in determining whether or not to skip drawing non-visible objects vs reducing the ...
1
vote
1answer
555 views
Given face normal and vertices of a triangle, how to find the acyclic order of vertices?
I'm in the process of constructing a custom 3D triangle mesh.
I found the vertices of the triangle in the 3D space and it's face normal. How do I find the acyclic order of vertices?
If I draw the ...
0
votes
1answer
152 views
Which parts to draw in an infinite world?
I have an infinite world (from Perlin Noise).
The world is generated in sectors that are that are big cubes (each with a random colour, in the image above; my sectors are 10x10x10).
I'm currently ...
2
votes
0answers
286 views
Incorrect frustum culling with center/half-size AABB
I'm trying to implement an axis-aligned bounding box with center/half-size instead of min/max. And I have some problems when it comes to create a method to detect if the aabb is visible or not.
I try ...
-1
votes
1answer
106 views
A quick question about culling
So I have some vertices that I'm drawing with XNA and the issue I had ages ago was that they weren't appearing when the camera was placed above them. By turning on backface culling this fixed it, but ...
2
votes
1answer
603 views
Frustum culling with third person camera
I have a third person camera that contains two matrices: view and projection, and two Vector3's: camPosition and camTarget. I've read up on frustum culling and it makes it seem easy enough for a first ...
6
votes
3answers
2k views
State of the art Culling and Batching techniques in rendering [closed]
I'm currently working with upgrading and restructuring an OpenGL render engine. The engine is used for visualising large scenes of architectural data (buildings with interior), and the amount of ...
0
votes
1answer
948 views
How to get pixels affected by a light in deferred shading?
I implemented deferred rendering in my little engine using framebuffers but there is no dynamic lighting for now. The g-buffer contains positions and normals in view space and albedo.
To implement ...
1
vote
0answers
94 views
iSGL3D Occlusion Culling
I was testing a cool 3D Scene Graph Library called iSGL3D. Since I found some functions called alpha culling for displaying partly hidden objects (making the ones in front transparent). I was ...
1
vote
1answer
1k views
Creating a frustum for culling in world-space glm matrices
I need to do frustum culling where the bounding boxes are in world-space to determine which entities get to be updated/drawn. I was trying to use the classic projection/view matrix plane extraction ...
19
votes
3answers
1k views
In modern AAA games with open environment and lot of static content (eg : crysis), how is occlusion culling performed?
Two ideas i have in mind :
1) Scene is rendered to a invisible buffer, using low resolution and low polygon count models (or even using only bounding volumes like cubes or spheres). The buffer is ...
4
votes
1answer
187 views
Forcing early-z with raytracing
I'm working on a GLSL raytracer, and I need to be able to edit gl_FragDepth in the FS. However, doing so disables early-z culling. The scene is rendered front-to-back and the FS can only push points ...
1
vote
1answer
637 views
backface culling error (in world space)
I write simple software renderer. In my pipeline I have stage of backface culling.
But looks like it has some error.
I perform culling right after world transformation (is it correct?).
Vector3F ...
3
votes
2answers
241 views
XNA Sprite Clipping Incorrectly During Rotation
I'm having a bit of trouble getting my sprites in XNA to draw when near the edge of the screen.
Seemingly if you use SpriteBatch to draw then XNA will not draw it if for example (mPosition.X + ...