Questions tagged [culling]

123 questions
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Extracting View Frustum Planes (Gribb & Hartmann method)

I have been grappling with the Gribb/Hartmann method of extracting the Frustum planes for some time now, with little success. I want to build a camera view-frustum to cull my scene. I am working with column-major matrices in a right-handed…
DAVco
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10
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Should I always use GL_CULL_FACE?

Should I always be using this method when rendering? Does it slow down much on bad graphics cards? If the end result will not have many culled faces, should I even be using this method then?
Newbie
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9
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State of the art Culling and Batching techniques in rendering

I'm currently working with upgrading and restructuring an OpenGL render engine. The engine is used for visualising large scenes of architectural data (buildings with interior), and the amount of objects can become rather large. As is the case with…
9
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1 answer

Deferred Rendering with Tile-Based culling Concept Problems

EDIT: I'm still looking for some help about the use of OpenCL or compute shaders. I would prefer to keep using OGL 3.3 and not have to deal with the bad driver support for OGL 4.3 and OpenCL 1.2, but I can't think of anyway to do this type of…
8
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5 answers

3d Occlusion Culling

I'm writing a Minecraft like static 3d block world in C++ / openGL. I'm working at improving framerates, and so far I've implemented frustum culling using an octree. This helps, but I'm still seeing moderate to bad frame rates. The next step would…
ecoutu
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8
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3 answers

what is a clockwise face in openGL

In back face culling you may either use the face normals to see if the face is pointing away from the camera of you may do some technique with if the triangle is drawn clock wise or counter clock wise. I am confused about this technique with the…
Dan Webster
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7
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Best solution for 2D occlusion culling

In my 2D game, I have static and dynamic objects. There can be multiple cameras. My problem: Determine objects that intersect with the current camera's view rectangle. Currently, I simply iterate over all existing objects (not caring wheter dynamic…
Hamilton
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"Radar approach" to Frustum Culling: fail at first simple test?

Trying to get at least the very simple part 1 of the Lighthouse3D Radar Frustum Culling tutorial to work... and am absolutely baffled that I can't even make that part work in my renderer. So the first step is: you test if a point is in front the…
metaleap
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5
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Confused About Triangle Winding And Transformations

First of all, I want to apologize for such a long question. You don't have to read it. You may jump straight to the questions part and then look up for details if needed (I have tried to provide as much information as possible, because in my…
Armen Tsirunyan
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2 answers

OPENGL ARB_occlusion_query Occlusion Culling

for (int i = 0; i < Number_Of_queries; i++) { glBeginQueryARB(GL_SAMPLES_PASSED_ARB, queries[i]); Box[i] glEndQueryARB(GL_SAMPLES_PASSED_ARB); } I'm curious about the method suggested in GPU GEMS 1 for occlusion culling where a…
Dave
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DirectX 11 frontface direction

When creating a rasterizer I set the rasterizer description like so: rasterDesc.AntialiasedLineEnable = false; rasterDesc.CullMode = D3D11_CULL_BACK; rasterDesc.DepthBias = 0; rasterDesc.DepthBiasClamp = 0.0f; rasterDesc.DepthClipEnable =…
theCNG27
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'Culling' in a voxel world

I have a world full of voxels, lets say that my world is 320*320*96 voxels. My idea is to load that entire world into the ram of my videocard so that no peformance is lost in transferring new "chunks" to the GPU. The amount of faces generated to…
windwarrior
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1 answer

Early stencil culling

I'm trying to get early fragment culling to work, based on the stencil test. My scenario is the following: I have a fragment shader that does a lot of work, but needs to be run only on very few fragments when I render my scene. These fragments can…
Fred
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2 answers

Frustum culling when Bounding Box is really big

When bounding box's all 8 vertex is out side the frustum, it won't be rendered. But if sth happened like shown above. That object should be in the display list. Any idea?
sindney
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Early-stencil culling without early-z culling

I already have an idea of the answer but I need to be sure. I render a scene in two pass. In the first pass, if depth test succeeds, I mark stencil bit as 1 : glEnable(GL_STENCIL_TEST); glStencilMask(GL_TRUE); glStencilOp(GL_KEEP, GL_KEEP,…
Kiord
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