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Questions tagged [culling]

The process of determining whether an object should be rendered in a scene.

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I have a three-dimensional surface represented by a 3D grid of cells. This 3D grid of cells is in turn represented by a 3D matrix, whose entries are nonzero if a cell corresponds to a "surface ...
PerplexedDimension's user avatar
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I am trying to render a .obj model with Vulkan 1.4. The object is rotated with a quaternion over time. The "front" geometry of the model is rendered as ...
Stégosaure's user avatar
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I am working on an engine that uses portals for rendering areas, called "rooms". A room can have any number of portals, oriented in anyway, but the most common case are axis aligned portals ...
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My frustum culling is detecting an object as culled even though not the entire object's bounding sphere is out of the frustum yet. It's like it believes the bounding sphere's radius is smaller than it ...
Duck Duck's user avatar
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I've been learning graphics engine recently and I come across a term - conservative: The CPU-GPU sync point problem Unreal solves like any other engine that uses queries, by deferring reading the ...
Enigmatisms's user avatar
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I'm trying to figure out back-face culling, with little results. My code, from what i've gathered: ...
Valtsuh's user avatar
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In unity you can do: Camera.onPreCull += OnPreCullCamera; void OnPreCullCamera(Camera3D cam){ //... } But in Godot I don't know what the equivalent is. How do you ...
Ethan's user avatar
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As you can see from this video, the shader graph was used to curve the path. In landscape mode, it works as expected but in portrait mode nearby objects (the buildings and other objects) disappear ...
Junjie J2's user avatar
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I find certain areas of my model disappears at certain angles I suspect it has something to do with the fact that the model has several parts and the parts are separated using boolean tools in other ...
Amarth Gûl's user avatar
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I have a software renderer that I've been building. I just implemented backface culling with the Go code below. This works with Perspective Projection. But I plan to use orthographic projection. When ...
Adam P's user avatar
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I am working on a small software renderer, and I want to discard invisible triangles from the drawing process. Let's say I have a screen with resolution of 200x100 pixels. The triangle is defined with ...
Netherwire's user avatar
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I have an issue with back face culling in my engine on the monkey model from Blender exported as .obj format. However, with the box model from Blender exported the ...
justix's user avatar
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I have a mesh of some walls and a floor that I want to be visible from both sides. I duplicated the faces and flipped their normals in Blender, then exported it as an FBX to import in Unity. I've set ...
Bas's user avatar
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In 3D games, why would the viewing field be a frustum? Why not a pyramid? You would still have to do culling to figure out what's in the field, and to me it seems a pyramid field is no harder to do ...
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I try to render an object with 2 different transparent materials. One should only render the back faces (higher opacity/more color) and one only the front faces (lower opacity/less color). The purpose ...
Megaloadon's user avatar
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I am implementing a 3D FPS game in C++. The game has large outdoors areas with both static and dynamic objects in the scene, with the following implicit assumptions: Static objects: Do not move ...
yah_nosh's user avatar
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I don't understand, am I missing something? I have hundreds of moving images on screen that only need to render and do their logic/physics when they are in the canvas. Otherwise they can just ...
yean's user avatar
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I've been trying for a while to implement a frustum culling method using a per-computed AABB in object space and transforming it's corners into clip space. ...
BioAbner J's user avatar
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I'm interested in game development and 3D graphics; however, I'm not very experienced, so I apologize in advance if this comes across as ignorant or overly general. The impression I get is that quite ...
Time4Tea's user avatar
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I did some blending and culling to get the image below. As you can see, it is messed up. On the right side of the image, only the front side of the mesh shows. On the left side of this image, it works,...
sdfsafasas's user avatar
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I bought a 3D model of a museum from a 3D marketplace. It is a big interior scene. I've imported the single FBX into Unity, added some colliders, changed materials (6-7 materials) etc. There are ...
stighy's user avatar
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I'm working on a simple 3d game using the Processing Java environment. I want to optimise my code so I can draw many many 'objects' (the world is made up of many different shaped objects that live ...
Jachdich's user avatar
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I have the following setup: MainCamera render everything except ImageTurret layer. TurretCamera render only ImageTurret layer on a RawImage My problem is: MainCamera render everything and ...
Dares's user avatar
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I am rendering a non-sphere light mesh and the standard question is how to cull: cull front faces and you loose Z-Testing benefits, cull back and you get into situations where camera is not rendering ...
cubrman's user avatar
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6 votes
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In the scene where the occlusion culling is done as desired, When I change the camera to orthographic, occlusion culling is not done. (Look at the sphere the red arrow points to on the right) What ...
mjk6026's user avatar
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Goal: Given a surface mesh (terrain), discard all points above a given elevation relative to the terrain. The terrain can change quite often due to tiling and LODs, so the point culling will need to ...
Nick McCowin's user avatar
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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 ...
Werem's user avatar
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1 answer
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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 ...
Blue Bug's user avatar
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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 ...
SPL's user avatar
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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 ...
Justin William Stanley Bryant's user avatar
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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 ...
Justin William Stanley Bryant's user avatar
1 vote
1 answer
427 views

I am writing a card game with multiple cards that will stack up on the unplayed deck, and also in player hands. Currently I add all 100 card actors to the screen at the start to make it easier so I ...
Russ Wheeler's user avatar
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768 views

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? ...
Matt W's user avatar
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4 votes
2 answers
769 views

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 ...
FlorisdG's user avatar
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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 ...
Isaías's user avatar
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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 ...
FlorisdG's user avatar
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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 ...
Pochi's user avatar
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1 answer
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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 ...
russ's user avatar
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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 ...
virtouso's user avatar
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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 ...
NoName's user avatar
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4 answers
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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 two versions of arm, one without extra triangles that are ...
Gaurav Rawat's user avatar
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778 views

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 ...
Jodo's user avatar
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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 ...
Mahdyfo's user avatar
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6 votes
1 answer
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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 ...
McLovin's user avatar
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1 answer
337 views

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 ...
MAnd's user avatar
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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 ...
Hatoru Hansou's user avatar
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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 "...
Leo's user avatar
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2 votes
1 answer
383 views

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 ...
Alex's user avatar
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1 vote
0 answers
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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 ...
dr4cul4's user avatar
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1 answer
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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 ...
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