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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 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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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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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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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 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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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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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 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'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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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 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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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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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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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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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
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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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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 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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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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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
5 votes
1 answer
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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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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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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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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 ...
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