gl_cadscene_rendertechniques VS gl_occlusion_culling

Compare gl_cadscene_rendertechniques vs gl_occlusion_culling and see what are their differences.

gl_cadscene_rendertechniques

OpenGL sample on various rendering approaches for typical CAD scenes (by nvpro-samples)

gl_occlusion_culling

OpenGL sample for shader-based occlusion culling (by nvpro-samples)
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gl_cadscene_rendertechniques gl_occlusion_culling
1 3
147 511
0.0% 0.2%
3.1 4.0
4 months ago 4 months ago
C++ C++
Apache License 2.0 Apache License 2.0
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gl_cadscene_rendertechniques

Posts with mentions or reviews of gl_cadscene_rendertechniques. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-01-04.

gl_occlusion_culling

Posts with mentions or reviews of gl_occlusion_culling. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-02-11.
  • Occlusion Culling Dilemma
    2 projects | /r/VoxelGameDev | 11 Feb 2022
    A low-latency (and frankly better) alternative to hardware occlusion queries is to make your own using indirect drawing. Simply draw a chunk's bounding box against the depth buffer and set the instance count of the indirect struct to one if any fragments are drawn. The next frame you can use these indirect commands to draw the actual chunk geometry and repeat the whole process. This has a guaranteed latency of one frame. More info here.
  • Occlusion Culling for Chunks?
    1 project | /r/VoxelGameDev | 23 Nov 2021
    One approach is to use occlusion queries, draw chunks which were visible last frame and then occlusion test the bounding volumes of chunks which weren't rendered and render the ones which pass using a shader based occlusion approach similar to this NVIDIA sample: https://github.com/nvpro-samples/gl_occlusion_culling
  • Has anyone used Intel's Masked Occlusion Culling library?
    2 projects | /r/gameenginedevs | 4 Jan 2021
    For occlusion culling, specifically, there’s this reference implementation: https://github.com/nvpro-samples/gl_occlusion_culling

What are some alternatives?

When comparing gl_cadscene_rendertechniques and gl_occlusion_culling you can also consider the following projects:

onnx-tensorrt - ONNX-TensorRT: TensorRT backend for ONNX

filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2

obs-StreamFX - StreamFX is a plugin for OBS® Studio which adds many new effects, filters, sources, transitions and encoders! Be it 3D Transform, Blur, complex Masking, or even custom shaders, you'll find it all here.

CornerCulling - Fast and Maximally Accurate Occlusion Culling

jetson-inference - Hello AI World guide to deploying deep-learning inference networks and deep vision primitives with TensorRT and NVIDIA Jetson.

bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.

TensorRT - NVIDIA® TensorRT™ is an SDK for high-performance deep learning inference on NVIDIA GPUs. This repository contains the open source components of TensorRT.

EveryCulling - This library integrates multiple culling methods into one library.