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Questions tagged [occlusion]

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Shader to Show outline, and transparent backFace

I would like to implement in my game some sort of occlusion for backward wall. I want, when my camera is inside a wall, to be able to "see" the start of the wall, with a transparency effect or watever....
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0answers
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Unity, getting a null reference after baking in occlusion

I have imported models from blender into Unity, also checked generate lightmap UV's in the import settings. Then I set the model as static and baked the scene. After that when the object is ...
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0answers
45 views

Algorithm for 'grid based occlusion'

I am working on a project within which I have a 3d grid-aligned world. On the 'faces' connecting grid cells (whether XY, XZ, or YZ plane), there is the possibility for an occluder (wall/floor/etc.) to ...
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0answers
211 views

Unity : Orthographic Camera is not Occlusion Culling?

In the scene where the occlusion culling is done as desired, When I change the camera to orthograhpic, occlusion culling is not done. (Look at the sphere the red arrow points to on the right) What ...
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1answer
195 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 ...
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1answer
65 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 ...
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1answer
1k 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 ...
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1answer
88 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 ...
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2answers
308 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 ...
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1answer
859 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 ...
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1answer
575 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 ...
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3answers
254 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 ...
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1answer
2k 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 ...
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1answer
358 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 ...
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1answer
238 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 ...
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2answers
285 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 ...
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1answer
421 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 ...
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2answers
19k 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 ...
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1answer
2k 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 ...
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2answers
328 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
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1answer
122 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
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1answer
781 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 ...
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0answers
100 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 ...
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1answer
2k 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 ...
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3answers
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 ...
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1answer
376 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 ...
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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 ...
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2answers
4k 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). ...
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2answers
436 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 ...
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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 ...