The tag has no usage guidance.

learn more… | top users | synonyms

1
vote
1answer
49 views

Image-Space coherence of the z-buffer algorithm

I'm reading Hierarchical z-Buffer Visibility by Ned Greene et al. and they state that traditional Z buffering makes reasonably good use of image-space coherence in the course of scan conversion. ...
0
votes
0answers
13 views

Occlusion Culling Open-World Implementation (Using Unity)

I was curious how people generally do occlusion culling. What techniques are most widely accepted for performance and also where can I learn more about these? The material I can find online seems ...
0
votes
1answer
30 views

Moving occluders in Unity?

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 ...
9
votes
2answers
8k views

Shader that “cuts” hole through all geometry

How can I create a shader that "cuts" through all geometry, only rendering the clearing background in Unity? An example: That's a prism in a huge white box-shaped room. The surface of the prism is ...
9
votes
1answer
1k views

How to occlude lights in Unity3D?

First off, I own Unity Pro. I've been looking in to occluding lights when they aren't being viewed for a while now to improve performance. The main methods I ran in to were using BecameVisible() and ...
4
votes
1answer
269 views

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 ...
0
votes
0answers
57 views

Unity 5: Occlusion Culling Areas in Vehicles

I am using Unity 5 and want to make use of Occlusion areas. They work as expected in an FPS-style game. In the current scene I use a rail-shooter-like approach with the camera attached to a (very high ...
0
votes
0answers
19 views

Occlusion rendering setup/shader

I have a minigolf game and one of the common complaints is that the ball can get hidden behind objects, making it difficult to see and putt. I want to update my graphics engine to either: 1) not ...
2
votes
1answer
102 views

How do I query a LibGDX Box2DLights “light” and “dark” regions?

I have lighting implemented using Box2dLight. I want to update/render things inside the player's PointLight area. Stuff in the dark area should not be rendered. How can I find which areas are lit or ...
3
votes
1answer
2k 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 ...
1
vote
2answers
166 views

Different bounding volumes for culling and collision detection

Should an object in a 3D-engine use different bounding volumes for collision-detection (broad-phase) and culling? Basically class renderBounds and class physBounds versus class boundingVolume? Each ...
1
vote
1answer
166 views

Ambient occlusion of cubes, a specific case

After much fiddling around and thinking I've got my AO working on my game engine as intended; except one specific case. When a block is nestled between others on two sides, but the corner block is ...
0
votes
1answer
271 views

How do I avoid an infinite loop when testing D3D9 occlusion queries in SlimDX?

I'm creating a Managed DirectX 9 application using SlimDX. I'm trying to utilize occlusion queries in order to cull non-visible geometry found in the scene. The problem I'm having relates to SlimDX's ...
3
votes
1answer
779 views

Self occluding object and alpha blending

Look at the object I've rendered with my app: It's the same screen twice, above the original and below I've drawn (by hand :P) the shape of the mesh of one of plant's leaves. You can clearly see ...
4
votes
1answer
231 views

How does pixel shading work for ambient occlusion volumes?

I'm trying to understand the ambient occlusion technique described here, but I've trouble comprehending what exactly is the pixel shader doing. Is the pixel shader invoked on points that belong to ...
2
votes
2answers
232 views

Calculation: Is a sphere/square/plane visible from a certain point?

I'm searching for a way to detect if a form (shape can be changed if algorithm requires it) is visible from a single point in a 3D tile-based world. This should be used as some kind of wall-hack ...
0
votes
1answer
101 views

OcclusionQuery: how to ignore some objects?

I'm trying to make a LensFlare effect when the player watch the sun in my XNA 4.0 Game. To do this, I use OcclusionQuery, here's my code: http://pastebin.com/meAkdwmD I also have some models, a ...
3
votes
1answer
557 views

calculating occlusion in cube voxel engine

This is more a conceptional (approach) question then the search for an implemented solution, since I was unable to find proper hints via google or similar. The problem is as follows: Given you have ...
1
vote
0answers
91 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 ...
18
votes
3answers
1k 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 ...
10
votes
2answers
3k views

Unity Occlusion Portals: What and How?

(Here I eat my words on Meta about posting Unity questions on Unity Answers... since that site is less responsive than this one.) Unity provides cell-based Occlusion Culling (via Umbra, I believe). ...
0
votes
2answers
379 views

Partial recalculation of visibility on a 2D uniform grid

Problem Imagine that we have a 2D uniform grid of dimensions N x N. For this grid we have also pre-computed a visibility look-up table, e.g. with DDA, which answers the boolean query is cell X visible ...
8
votes
1answer
2k views

Not getting desired results with SSAO implementation

After having implemented deferred rendering, I tried my luck with a SSAO implementation using this Tutorial. Unfortunately, I'm not getting anything that looks like SSAO, you can see my result below. ...
2
votes
1answer
334 views

Steps to take before trying to implement screen space ambient occlusion

I very recently started learning modern OpenGL. I have implemented a wavefront file loader and a basic ADS shading model. At some point I'd like to implement screen space ambient occlusion. I tried ...
5
votes
2answers
2k views

Dealing with occlusion in an isometric sandbox game

Imagine a 3D sandbox game like Minecraft with third-person isometric graphics. If the camera only moves in two dimensions, and doesn't rotate, then a large portion of the world will always be occluded ...