cassius Posted January 20, 2010 Share Posted January 20, 2010 Can someone explain what occlusion culling is and how and when to use it? Thanks. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 20, 2010 Share Posted January 20, 2010 occlusion culling (I think) is trying to determine if an object is behind another object and would not be visible and so not to be rendered. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Pixel Perfect Posted January 20, 2010 Share Posted January 20, 2010 Thats correct, as opposed to frustum culling which is the culling of any object with lies completely outside of the view port. Note: In Leadwerks occlusion culling does not operate on terrain, so placing a hill between you and a load of models will not prevent them from appearing in the rendering pipeline. Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
Michael Betke Posted January 20, 2010 Share Posted January 20, 2010 Is there a way to activate it? Would be awesome! Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 20, 2010 Share Posted January 20, 2010 Isn't there an occlusion culling true/false setting in the appearance properties for entities? and doesnt the Engine take care of some of that by default (lights/characters)? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Michael Betke Posted January 21, 2010 Share Posted January 21, 2010 If I switch to wireframe everything behind objects is still drawn. I tried with regular meshes and with meshes which has a collision file. Doesn't work for me. But cant say about lights. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 21, 2010 Share Posted January 21, 2010 Does the occlusion culling in LE effect wireframe? I mean is it rendered the same? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Josh Posted January 23, 2010 Share Posted January 23, 2010 That's because when you render in wireframe, the rasterizer no longer covers up what was behind the object. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Michael Betke Posted January 25, 2010 Share Posted January 25, 2010 So if I do a simple big wall-model with a physics file and check use occulsion, my framerate should be higher if I stand right before this wall?! This is what not happened when I tried it with one of my stone models. My idea is to place large planes in my hills to enable some kind of basic culling. Or some kind of walls to use it as occluders. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 25, 2010 Share Posted January 25, 2010 Don't you need to set the OC for the object that is to be culled not the object doing the culling? and would a better check be to see a drop in polys renders? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Michael Betke Posted January 25, 2010 Share Posted January 25, 2010 Don't you need to set the OC for the object that is to be culled not the object doing the culling? I have no idea. Crysis does it the way and I thought maybe LE handles it the same hehe. Only Josh can answer it I guess. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
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