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6
votes
3answers
376 views

State of the art Culling and Batching techniques in rendering [on hold]

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 ...
1
vote
0answers
36 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
1answer
106 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
605 views

Unity Frustum Culling Issue

I'm creating a game that utilizes off center projection. I've got my game set up in a CAVE being rendered in a cluster, over 8 PC's with 4 of these PC's being used for each eye (this creates a ...
0
votes
0answers
89 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
19 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
78 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
109 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 ...
0
votes
0answers
106 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
68 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
259 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 ...
0
votes
1answer
264 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
75 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
452 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 ...
5
votes
1answer
411 views

Handling polygons in multiple nodes of an Octree

I'm building a 3d software renderer for grins to learn the math and rendering concepts. I've implemented the basic drawing of polygons with some basic optimizations like back face culling and frustum ...
17
votes
3answers
905 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 ...
3
votes
1answer
909 views

Extracting Frustum Planes (Hartmann & Gribbs method)

I have been grappling with the Hartmann/Gribbs method of extracting the Frustum planes for some time now, with little success. There doesn't appear to be a "definitive" topic or tutorial which ...
4
votes
1answer
135 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 ...
0
votes
1answer
243 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 (see picture). I perform culling right after world transformation (is it correct?). ...
2
votes
2answers
164 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 + ...
3
votes
1answer
91 views

If I use my own normal values, should I turn off winding order culling?

I've discovered that I managed to program a series of boxes with indexed vertices in such a way that every other triangle (Half of each face) has a backwards winding order. As a result, XNA is ...
0
votes
2answers
218 views

My frustum culling is culling from the wrong point

I'm having problems with my frustum being in the wrong origin. It follows the rotation of my camera but not the position. In my camera class I'm generating a view-matrix: void Camera::Update() { ...
0
votes
1answer
2k views

Changing the culling mode in the HLSL effect

I'm writing a cel-shading effect in HLSL and Direct3D 11, and I need to be able to flip the culling mode on the outline pass of the effect. I know you do this in XNA by setting CullMode to CW or CCW ...
3
votes
4answers
1k views

Linear search vs Octree (Frustum cull)

I am wondering whether I should look into implementing an octree of some kind. I have a very simple game which consists of a 3d plane for the floor. There are multiple objects scattered around on the ...
2
votes
1answer
664 views

Adding VFACE semantic causes overlapping output semantics error

My pixel shader input is a follows struct VertexShaderOut { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; float4 PositionClone : ...
2
votes
1answer
235 views

Deferred rendering with both Clockwise and CounterClockwise culling

I have a deferred rendering system that works well with objects that appear solid and drawn using CounterClockwise culling. I have a problem with Clockwise culled objects that are supposed to ...
4
votes
1answer
276 views

How to cull liquids

I use culling on my Tiles in my 2D Platformer (XNA), so only ones needed are drawn on screen. Thats easy to do. However, My Liquid tiles (Water, lava, etc) require an Update Method aswell as the ...
1
vote
1answer
413 views

Making XNA Play Nice With 3DS Max, Boundiing Spheres

I'm using 3DS Max 2010 with the KW x-porter plugin, which outputs a .X file (just downloaded the very latest version). Been getting some odd results: ...
1
vote
2answers
1k views

Back-face culling in 2d openGL game

I have a 2d game I've made using openGL ES. The game contains a large quad that fills the entire screen (as a background image) and many smaller quads that make up a number of balls that bounce across ...
5
votes
4answers
3k views

How to clip cut-off text in a textbox?

I'm writing a textbox class for my XNA game and I'm using SpriteFont to draw the text. It's only a single line textbox so when the text width exceeds the size of the rectangle box, it currently just ...
3
votes
1answer
420 views

Does the projection matrix flip winding order in right handed systems?

I am using a right handed coordinate system for my world coordinates (so, positive x goes right, y is up, and z is towards you). However, after projection and the w divide, nomalised device ...
3
votes
2answers
331 views

Methods to 'cull check' polys in OpenGL

A quick search through the web suggests there's quite a few methods of potentially detecting back-culled faces on the CPU. The purpose of the check is to evaluate whether to performing other ...
3
votes
2answers
454 views

Is there any reason for doing back face culling in software?

I, a newbie, have been doing back face culling in javascript for my WebGL app because I didn't know gl.cullFace() existed. Is there any reason to use software-based culling instead of just passing all ...
2
votes
3answers
727 views

Culling Techniques for 3d OpenGL ES game

I'm developing a 3d flight simulator for Android and am using a relatively large (10k triangles) scene in 3ds format for the scenery. The scene is one polygon soup, not separated into separate ...
5
votes
2answers
2k views

Culling for a 2D, platformer game?

By culling, I mean, only rendering what is currently seen by the camera. In my game, nothing is tile based. Each object has a center point and that is where it is on the screen. The camera is ...
2
votes
2answers
221 views

Double sides face with two normals

I think this isn't possible, but I just want to check this: Is it possible to create a face in opengl that has two normals? So: I want the inside and outside of some cilinder to be drawn, but I ...
4
votes
4answers
3k views

What is a good practice for 2D scene graph partitioning for culling?

I need to know an efficient way to cull the scene graph objects, to render exclusively the ones in the view, and as fast as possible. I am thinking of doing it the following way, having in each ...
3
votes
1answer
2k views

Calculating camera frustum planes using existing matrix

I'm trying to get basic frustum culling against an AABB working, and I'm having a bit of trouble figuring out how to extract the frustum planes from my camera's transform matrix. All the example code ...
3
votes
1answer
1k views

BoundingFrustum Performance Issues

I have noticed that BoundingFrustum.Intersects() is a rather slow check in XNA. I am doing only 256 checks per frame and it eats up arround 50-60% of availible time when running at 60fps. This is kind ...
6
votes
2answers
929 views

Is frustum culling necessary in a Flash/AS3 game?

I'm making a 2D game where the map will be scrolled frequently, and only a small part of it will be visible at any time. Which implementation would run faster? The naive way: Make the map a single ...