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HomeHomeDigitalRune Sof...DigitalRune Sof...Game EngineGame EngineView frustum culling and occlusion.View frustum culling and occlusion.
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4/18/2011 11:29 AM
 
Craig
No Ranking

Joined: 2/18/2011
Posts: 13
View frustum culling and occlusion. 
Hello, I have been trying to find a way of increasing performance with over 1000 rigid bodies on the pc and a system of determing whether an object is in line of sight of the view projection with including other objects that could obscure view.

I know I can use AABB and projection matrices to calculate whether an object is in view, but how can I also include other objects that could obscure view taking into account its geometry (think box + sphere) and not its AABB, I'm guessing that going down the path of using spatial partitioning is the best bet.

From the top of my head I can think of a few benefits of culling in this fashion, object states can be altered depending on whether its in view.

So you can sleep objects that the player cannot see to reduce cpu time, draw would be more efficient (although we can do this anyway), its useful for network games to reduce the amount of player states that need to be sent over the network (a player doesnt need the states of all players if they are at the opposite side of a building), shadows will be more efficient and reduce amount of memory needed to render the shadow map (as the map can be culled itself).

Examples:
http://www.youtube.com/watch?v=9wtThxQgiu4

http://www.youtube.com/watch?v=E81j2G...

Could you give me your thoughts on this?

 
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4/18/2011 1:52 PM
 
MartinG
7th Level Poster

www.digitalrune.com
Joined: 10/15/2006
Posts: 448
Re: View frustum culling and occlusion. 
Frustum culling using DigitalRune Geometry:
You can represent the objects using their bounding sphere or OBBs and use a PerspectiveViewVolume or OrthographicViewVolume to represent the viewing frustum. Set their Types to Trigger and put them in a collision domain. In each frame you can check which objects intersect the viewing frustum.

Occlusion culling:
I agree, knowing the visibility has a lot of useful applications. We don't have any support for occlusion culling yet.

I know of two ways of doing occlusion culling: One approach involves occlusion queries on the GPU. The other involves a low-res occlusion map (on CPU) or a hierarchial Z buffer (on GPU). Here is a very interesting paper: http://www.selfshadow.com/talks/rwc_g...

We plan to implement occlusion culling as part of our DigitalRune Graphics library, which is still work in progress. It is too early to talk about any specifics.
 
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5/9/2011 12:24 PM
 
Craig
No Ranking

Joined: 2/18/2011
Posts: 13
Re: View frustum culling and occlusion. 
Awesome stuff, how is the graphics library going by the way? been a while since we have been updated on the progress.
 
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5/9/2011 5:39 PM
 
HelmutG
6th Level Poster

www.digitalrune.com
Joined: 10/15/2006
Posts: 567
Re: View frustum culling and occlusion. 
Our graphics lib is making good progress. We have a lot more to show by now - but not the time to make videos or blog posts :-(.

In the last weeks, the focus has shifted toward our GUI and Animation libs. We want to get those smaller libraries out first.
 
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