Questions tagged [culling]

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

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How to mod position of camera when crouching in 7 Days To Die?

I am talking about the first person camera. It is not glued at the player's head position; it moves away a bit. It seems linked to the 3D model and not to the capsule collider that shrinks when we ...
VeganEye's user avatar
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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 ...
Amarth Gûl's user avatar
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2 answers
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How to make backface culling work correctly in both orthographic and perspective projection?

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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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 ...
Netherwire's user avatar
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Broken back face culling

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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3 votes
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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 ...
Bas's user avatar
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Why is the vieweing field a frustum instead of a pyramid?

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 ...
DrZ214's user avatar
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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 ...
Megaloadon's user avatar
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Efficient acceleration structure for moving 3D objects in scene

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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2 answers
1k views

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 ...
yean's user avatar
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OBB Frustrum Culling in Clip Space

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
3 votes
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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 ...
Time4Tea's user avatar
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Part of the back side of a transparent object disappears

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 ...
sdfsafasas's user avatar
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1 answer
203 views

Face culling all faces that cannot be seen [duplicate]

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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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 ...
Dares's user avatar
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Prevent near-plane culling in vertex shader

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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5 votes
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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 ...
mjk6026's user avatar
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What methods are there to discard points on one side of a surface but not the other?

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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1 answer
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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 ...
Werem's user avatar
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1 answer
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Spotlight Culling. Plane vs Cone Shape

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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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 ...
SPL's user avatar
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DirectX 11 Predication(Occlusion culling)

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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1 answer
88 views

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 ...
Justin William Stanley Bryant's user avatar
1 vote
1 answer
401 views

How to avoid multiple draw calls when actors stack on top of each other?

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

Unity - Check if sprite is within range around player

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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1 answer
666 views

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 ...
Isaías's user avatar
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1 answer
2k views

Unity 5 - Occlusion culling 2D error

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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4 votes
1 answer
984 views

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 ...
Pochi's user avatar
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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 ...
russ's user avatar
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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 ...
virtouso's user avatar
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1 vote
1 answer
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Opengl occlusion culling huge performance drop

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
151 views

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 ...
Gaurav Rawat's user avatar
1 vote
0 answers
534 views

Front Face Culling with Shadowmapping

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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3 votes
1 answer
2k views

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 ...
Mahdyfo's user avatar
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5 votes
1 answer
3k 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 ...
McLovin's user avatar
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1 vote
1 answer
211 views

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 ...
MAnd's user avatar
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5 votes
1 answer
1k views

Is Frustum culling still needed today?

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
0 votes
1 answer
411 views

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 "...
Leo's user avatar
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2 votes
1 answer
264 views

How does hidden surface removal work?

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
20 views

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 ...
dr4cul4's user avatar
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0 votes
1 answer
134 views

Determine whether an object is 'visible' at a given distance automatically?

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 ...
sebf's user avatar
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271 views

back-face (back-line) culling without winding order

In fooling around with my own 3D display engine I've been able to get a few modest features working, and I've come close with this latest one - line culling - but I fear in order to do it correctly I'...
Stick's user avatar
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2 votes
2 answers
1k views

Traditional Chunk Loading vs. Chunk Swapping

I'm designing a voxel-based game (aren't we all?), and just yesterday implemented infinite terrain generation. I'd already had the terrain generation working off of simplex noise, so this wasn't a ...
Yushatak's user avatar
  • 233
0 votes
1 answer
844 views

Ambient occlusion: Correct culling after anisotropy correction

I've added simple color based ambient occlusion to my game. First it looked like this (from giawa.com): The description: "Due to anisotropy, the ambient occlusion shading on the top left is ...
Duckdoom5's user avatar
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5 votes
0 answers
571 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 ...
Fabian's user avatar
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0 answers
194 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 ...
Fabian Orue's user avatar
0 votes
0 answers
44 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 ...
badcc's user avatar
  • 75
1 vote
1 answer
492 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 ...
RecursiveCall's user avatar
2 votes
1 answer
2k 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 ...
cegprakash's user avatar