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Questions tagged [frustum-culling]

The process of identifying objects outside the view frustum and skipping the rendering of said objects.

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Frustum Culling Not Utilizing Entire Bounding Sphere in OpenGL

My frustum culling is detecting an object as culled even though not the entire object's bounding sphere is out of the frustum yet. It's like it believes the bounding sphere's radius is smaller than it ...
Duck Duck's user avatar
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2 answers
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Why does everything I've made in Unity begin to vanish when I get close to it?

I've attempted looking into this via. the Unity Manual, and even posts on the Unity forum, although I've found nothing. I have already tried checking Occlusion Culling and general Object Culling. I've ...
Lee's user avatar
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Frustum culling works correctly but results in flickering meshes

I've written a C# code and Compute Shader that makes frustum culling and it works correctly but it makes the grass flicker. I can't figure out what is behind this issue so I'm asking here. Does ...
Leedy's user avatar
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Calculating LookAt position from rotation and translation matrix

I was wondering if it was possible to calculate a lookat position from the translation and rotation matrices (aka the building blocks of my view matrix). I need the lookAt position to implement a ...
oli2's user avatar
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Unity3d custom Frustum Culling - find all points on the near side of a sphere

Scenario I have a custom sphere of 1 million plus vertices that I'm using for an interactive. Looping through 1M+ points per mouse movement is exceedingly costly so I've decided to leverage frustum ...
Jacksonkr'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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Frustum culling issue at oblique angles

I am using the following algorithm to test if my camera frustum contains an axis-aligned bounding box: ...
mbl's user avatar
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How to stop my particle systems from being frustum culled

Please could somebody advise on whether it is possible to control the culling of particle systems in Unity? I am referring to the entire system, not individual particles. In my use-case, I am ...
GenericJoe's user avatar
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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 ...
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
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Frustrum culling without per-mesh positions

I am trying to implement frustrum culling in a C++ renderer im writing but I feel like I hit a brick wall. The plan is to load the Sponza level and per mesh create a collision box using Bullet ...
Nico van Bentum's user avatar
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How do I remove the objects when it is not seen on the camera?

I am a beginner C# Developer and I am creating my own version of the "No Internet Dinosaur Game." How do I remove the Object like (Platforms, Cactus, etc.) When it is not seen on the camera?
Saidus's user avatar
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frustum culling and exporting a big scene model

Let's assume that I created in Blender a race track with landscape. I can export it to single wavefront obj file and then load in my graphics engine using assimp but it doesn't allow to use frustum ...
Irbis's user avatar
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What´s wrong with my Frustum Culling implementation?

I´m struggling with a weird problem since hours. Ive implemented frustum culling with the help of online articles and a book. The problem is that the objects are not culled correctly. I´m using ...
Arizon5000's user avatar
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Is Frustum Culling and Occlusion Culling used together, or separately?

I am taking a 3D game programming course and my professor provided the class with already-implemented graphics code with OpenGL. The graphics uses frustum culling to remove primitives outside the view ...
AdamInTheOculus's user avatar
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Frustum Culling bug in program

I did Frustum Culling in my engine, but it does not work correctly. All shown in the video: Video If the approximation is too close, the model disappears. On the right in the console you can see ...
Range's user avatar
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How Frustum Culling and Sky Box Working Together ? The skybox appears where it should not appear

When i did frustum culling, far parts of land not rendering. It is good like i want. But after I see sky box instead of these parts. My question is, is this normal ? Or what i need to see or what i ...
Emre Kaya's user avatar
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Frustum culling with a single large object

I am helping to optimize performance in a mobile game. The artists who built a particular scene added a wall around the scene. The wall is a single mesh with 100k triangles. Because it goes around the ...
user45623's user avatar
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How do you handle large triangles with frustum?

I am rendering the Sponza scene ato test my frustum implementation. My current approach is simply, test if the vertices of the triangle are within the frustum (angle between the camera looking ...
Makogan's user avatar
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Unity - Sprite disappears completely when just a part of it is outside the camera's FOV

I'm making a game in Unity, and when the player walks past a sprite, the sprite disappears, and when the player walks back toward it, it reappears. You can see a video of the problem here https://www....
Sean Carey's user avatar
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Frustum Culling Plane Issue [closed]

I have been having an issue with frustum culling, specifically culling planes (not to be confused with the frustum planes). I am using JOML in Java with the FrustumIntersection class, and using the ...
campital's user avatar
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Testing spheres without extracting planes

I am currently a bit stuck. On OpenGL I am attempting to do view frustum culling, so far I managed to do it by using a PCM. Where center is the world position of the mesh. ...
Eloh's user avatar
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When does "frustum culling" actually happen?

So I am a little bit confused, and hopefully not too far off, about when frustum culling actually occurs. Let's suppose that I already have my objects in camera space, and then I have applied the ...
Belphegor's user avatar
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Instance culling using geometry shaders

I'm developing my own game and for that I want to implement frustum culling, to archive an performance optimization. I found a description on the internet (enter link description here) and this one ...
Gykonik's user avatar
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Frustum Culling behaves incorrectly with vertex shaded objects

I have a scene with a straight path. It looks something like this: I've also wrote a vertex shader that bends the path. After applying the shader, it looks something like this: If you were to look ...
eclmist's user avatar
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Which three points to use to calculate a frustum plane?

So I have a view frustum I'm going to be using for frustum culling. I have a method that finds the cross-product of three points but since each side of the frustum has four corners I don't know which ...
Genthorn's user avatar
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282 views

Frustum culling only working at certain angles

So how I'm doing this is a little sketchy but I plan on changing it to either AABBs or spheres once I get it working. So the problem I'm having right now is that the frustum culling I've implemented ...
Genthorn's user avatar
1 vote
1 answer
245 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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3 votes
2 answers
1k views

Clip shadow frustum to scene bounds

I have a global light in my scene. It casts shadows using shadow mapping and has an associated camera (for rendering to the shadow map). I'm going to refer to it as my "shadow camera" from now on. I ...
Tara's user avatar
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How to only render fragments with Z from 0 to 1 in OpenGL?

I have been using OpenGL for a year now, but I just recently found out that OpenGL only clips vertices when the absolute value of the x,y or z coordinate is less than the absolute value of w ...
Andreas's user avatar
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View frustrum culling

I have a model structured like this: 1. Root model 1.1.Child model 1 1.2 Child model 2 1.3 Child model 3 1.4 ..... The model in question ...
KaiserJohaan's user avatar
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2 votes
1 answer
3k views

Fast exact frustum culling for sphere

Given a view frustum and a sphere, how do I exactly determine whether or not the sphere intersects the frustum? The typical way of checking a sphere against a frustum finds the signed distance of the ...
Pris's user avatar
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1 vote
1 answer
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How do I construct the planes for my camera's frustum?

I'm trying to get a handle on frustum culling, but I'm not quite there yet. I have a camera in three-dimensional space ...
sdasdadas's user avatar
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2 votes
1 answer
108 views

Rendering a mesh in image viewport

I have a mesh made of nearly half to a one million vertices. I also have some 6-DoF camera poses around this mesh. At these poses I'd like to find out which of the 3D points of this mesh get projected ...
Ankur's user avatar
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2 votes
2 answers
1k views

Determine percentage of screen covered by an object without using frustum culling

On the CPU-side of an 3D first-person / ego perspective game I need to check whether what the players currently sees on screen is the inside of a box object defined by world space coordinates (the ...
Meltac's user avatar
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1 vote
1 answer
520 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
2 answers
2k views

Frustum culling based on MVP matrix?

Tutorials on the internet usually say to extract plane data from MVP (model view projection) matrix (or VP?) and then test the bouding volume against each of the frustum planes. I've thought of a ...
NPS's user avatar
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753 views

Frustum culling + instancing

I've implemented instancing in my app and right now I have an instance buffer holding position data for all instances. But I'd like to also implement ...
NPS's user avatar
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