Questions tagged [culling]
The process of determining whether an object should be rendered in a scene.
95 questions
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Determining whether two points in 3D space fall along one another's line of sight
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 ...
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Optimizing recursive portal traversing
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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What does 'being conservative' mean in occlusion culling?
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 ...
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How do I add a function to the sequence of functions which runs pre camera culling in Godot?
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 ...
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Unity model faces become invisible at certain angle
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 ...
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Determine if a triangle is on the screen
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 ...
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Why is this back-facing texture showing through?
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 ...
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Unity HDRP transparent material back-face rendering/front face culling
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 ...
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Is there no UI culling for unity?
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 ...
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Why isn't more culling being done on the GPU?
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 ...
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Why is occlusion culling not working?
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 ...
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Culling mask don't work
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 ...
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Orthographic Camera is not Occlusion Culling?
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 ...
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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 ...
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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 ...
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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 ...
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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?
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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 ...
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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 ...
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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 ...
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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 two versions of arm, one without extra triangles that are ...
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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 ...
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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 ...
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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 "...
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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 ...