gl_occlusion_culling
OpenGL sample for shader-based occlusion culling (by nvpro-samples)
MaskedOcclusionCulling
Example code for the research paper "Masked Software Occlusion Culling"; implements an efficient alternative to the hierarchical depth buffer algorithm. (by GameTechDev)
gl_occlusion_culling | MaskedOcclusionCulling | |
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3 | 1 | |
511 | 593 | |
0.2% | 0.3% | |
4.0 | 4.8 | |
4 months ago | 5 months ago | |
C++ | C++ | |
Apache License 2.0 | Apache License 2.0 |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
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.
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Occlusion Culling Dilemma
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.
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Occlusion Culling for Chunks?
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
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Has anyone used Intel's Masked Occlusion Culling library?
For occlusion culling, specifically, there’s this reference implementation: https://github.com/nvpro-samples/gl_occlusion_culling
MaskedOcclusionCulling
Posts with mentions or reviews of MaskedOcclusionCulling.
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
Have you come across Masked Occlusion Culling before? It renders geometry on the cpu into a simplified depth buffer using bit shifting. It would take a bit of rework to integrate, but it doesn't seem too bad.
What are some alternatives?
When comparing gl_occlusion_culling and MaskedOcclusionCulling you can also consider the following projects:
filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
CornerCulling - Fast and Maximally Accurate Occlusion Culling
gl_cadscene_rendertechniques - OpenGL sample on various rendering approaches for typical CAD scenes
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
EveryCulling - This library integrates multiple culling methods into one library.