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Questions tagged [occlusion]

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How to load landscape far away in the level, while not loading things I shouldn't be able to see?

My landscape is invisible after a certain distance away from the player when I use world partition in Unreal Engine 5.4. How can I make it so that the landscape is visible when it should be visible to ...
K_V's user avatar
  • 1
2 votes
1 answer
606 views

What does 'being conservative' mean in occlusion culling?

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
0 votes
1 answer
111 views

How to compute visible area of a sphere

I have a number of spheres in my scene. I also have another object that I want to scale depending on the amount of a selected sphere that is visible (it can be occluded by multiple other spheres ...
BinaryGuy's user avatar
  • 141
1 vote
1 answer
113 views

Determine if a static mesh is lit by directional light

I want to determine if a mesh is lit by the directional light on my scene in editor to automatically disable its "dynamic shadow casting" property (let's say I have one light source in my ...
Netherwire's user avatar
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0 answers
76 views

Occluding spawned object behind obstacles in AR/MR

I have spawned the object in Unity AR foundation and as expected, the object is always in front of the actual world objects. So if I spawn cube under the table and look from above, the cube is going ...
Corvus Ultima's user avatar
1 vote
1 answer
362 views

Find out triangles that are not occluded from a camera view?

For a project i need to find out triangles that are directly seen by the camera / user. Triangles that are occluded by other triangles should be ignored. There may be 200 thousand triangles in a model,...
Marion Piloo's user avatar
1 vote
0 answers
358 views

Fast Occlusion Discovery in 3D Point Cloud

I am trying to find occluded objects given a view point at x,y,z in the scene. For instance in the example below all the points constructing trees should be ...
fhm's user avatar
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0 answers
89 views

Collider inside another collider: Move the brain via mouse while being able the click the spheres

The spheres have a sphere collider on them and are clickable via this script:Clickable.cs ...
ASE Lab's user avatar
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0 answers
32 views

Calculate occluded parts for planet like object

So I have camera position (it's dynamic), planet position (also dynamic), radius and coordinates for every side (node) corners and I want to hide side that is beyond horizon (with some safety margins)....
Janis Taranda's user avatar
6 votes
1 answer
616 views

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
  • 246
0 votes
1 answer
479 views

Is this Code saving performance ? It is kind of a Occlusion Culling

I wanted to do Occlusion Culling on my Scene but I just get a bunch of Errors like "Couldn't load geometry..." etc. I tried to do like another way but the same thing, the Occlusion Culling just ...
NewmakerCompany's user avatar
0 votes
1 answer
114 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
0 votes
1 answer
2k views

Unity 5 - Occlusion culling at runtime

I am creating a game in Unity where the game is rendered while playing. The game is made in a voxel style, and has thousands upon thousands of objects rendered while playing. Of course, this causes a ...
FlorisdG's user avatar
  • 181
3 votes
1 answer
147 views

Why I get inconsistent occlusion query results?

My system: Catalyst 15.12, mesa 11.2.1, Archlinux, kernel 4.5.1 Depending on camera position I get inconsistent occlusion query results. Following scene contains wall, objects behind wall and ...
user68854's user avatar
  • 197
4 votes
2 answers
672 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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0 votes
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
  • 181
0 votes
1 answer
716 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 ...
russ's user avatar
  • 131
4 votes
4 answers
480 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. I ...
0xbadf00d's user avatar
6 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
  • 461
2 votes
1 answer
544 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 ...
dadylonglegs's user avatar
1 vote
1 answer
418 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 ...
Yushatak's user avatar
  • 233
1 vote
2 answers
400 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 ...
nonsensation's user avatar
0 votes
1 answer
538 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 ...
P. Avery's user avatar
  • 575
11 votes
2 answers
24k 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 ...
CalebHC's user avatar
  • 371
8 votes
1 answer
4k 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 ...
NPS's user avatar
  • 2,334
2 votes
2 answers
345 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 ...
OpenAI goto hell's user avatar
0 votes
1 answer
138 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 ...
Adrien Neveu's user avatar
3 votes
1 answer
926 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 ...
Kailrim's user avatar
  • 51
1 vote
0 answers
111 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 ...
Arndt Bieberstein's user avatar
9 votes
1 answer
4k 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 ...
Timothy Williams's user avatar
19 votes
3 answers
2k 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 ...
tigrou's user avatar
  • 3,244
4 votes
1 answer
593 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 ...
zxc's user avatar
  • 41
3 votes
1 answer
4k 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 ...
DAVco's user avatar
  • 131
10 votes
2 answers
5k 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). ...
Engineer's user avatar
  • 30.3k
1 vote
2 answers
516 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 ...
awdz9nld's user avatar
  • 163
5 votes
2 answers
4k 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 ...
jedediah's user avatar
  • 246