Questions tagged [occlusion-culling]

44 questions
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Extracting View Frustum Planes (Gribb & Hartmann method)

I have been grappling with the Gribb/Hartmann method of extracting the Frustum planes for some time now, with little success. I want to build a camera view-frustum to cull my scene. I am working with column-major matrices in a right-handed…
DAVco
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State of the art Culling and Batching techniques in rendering

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 objects can become rather large. As is the case with…
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C++, OpenGL Z-buffer prepass

I'm making a simple voxel engine (think Minecraft) and am currently at the stage of getting rid of occluded faces to gain some precious fps. I'm not very experimented in OpenGL and do not quite understand how the glColorMask magic works. This is…
Solenoid
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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 resolutions of the Z-buffer? In the book, it's…
McLovin
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OPENGL ARB_occlusion_query Occlusion Culling

for (int i = 0; i < Number_Of_queries; i++) { glBeginQueryARB(GL_SAMPLES_PASSED_ARB, queries[i]); Box[i] glEndQueryARB(GL_SAMPLES_PASSED_ARB); } I'm curious about the method suggested in GPU GEMS 1 for occlusion culling where a…
Dave
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Three js: is my point visible or occluded?

I have a point in space express a vector in a three js viewer. Attached to this point there is an "HTML annotation" that I would like to hide when the point is not visible (behind other surfaces of the same mesh or hidden by other meshes). For…
Dino
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Python Occlusion Culling

Quick summary: I am looking for a pythonic implementation of Occlusion Culling (given a camera location and known polygon coordinates of a mesh) that does not use ray casting in (blender, numpy, OpenCV). Background: I have a dataset of simplified…
3
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Three.js detect when object is partially and fully occluded

I'm trying to detect when an object in Three.js is partially and fully occluded (hidden behind) another object. My current simple solution casts a single ray to the the center of the object: function getScreenPos(object) { var pos =…
Kim T
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What is the difference between occlusion culling and occlusion handling?

I've researched the occlusion problem in Augmented reality. I read some academic articles and they categorized them as "Occlusion Handling". Then I googled the same question and I realized people discuss "Occlusion Culling" with some known…
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XNA, occlusing culling and collision detection

I've put together a quadtree/BSP hybrid prototype to test collision detection and occlusion culling in the engine for an XNA game I'm putting together. As I understand it, one of the optimizations that hardware acceleration gives us is the ability…
3Dave
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GLSL shader: occlusion order and culling

I have a GLSL shader that draws a 3D curve given a set of Bezier curves (3d coordinates of points). The drawing itself is done as I want except the occlusion does not work correctly, i.e., under certain viewpoints, the curve that is supposed to be…
vicrucann
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Is Occlusion culling enabled in threejs by default

Is occlusion culling enabled in threejs by default or there is any setting in threejs where I can enable it ?
kishore
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Occlusion queries with stencil test only

Do occlusion queries still work if I disable depth testing altogether when the obstacle set is known a priori to be strictly in-between the camera and the object to be tested? This is an attempt to improve performance, as, logically, I don't need…
user2464424
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What is the fastest shadowing algorithm (CPU only)?

Suppose I have a 3D model: The model is given in the form of vertices, faces (all triangles) and normal vectors. The model may have holes and/or transparent parts. For an arbitrarily placed light source at infinity, I have to determine:…
Rody Oldenhuis
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How to dynamically show or hide meshes from a Burstable ForEach job using Hybrid Renderer V2 in unity 2020?

I have a specific way of generating meshes and structuring my scene that makes occlusion culling very straight forward and optimal. Now all I need is to know how to actually show or hide a mesh efficiently using the ECS hybrid renderer. I considered…
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