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What is......

Started by Keba 1 reply 950+ views
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Keba
Keba
i what help with some terms, creating a octree is that a occlusion culling algorithm or is it a view frustum culling algorithm?...or is it something else? occlusion culling is when you remove polygons that are in back of other polygons because then there is no need to draw them..... right? and when you create a octree you traverse the tree to get visible polygons, so is that occlusion culling? if its not the same would it be smart to have a octree to get the visible polygons and then do some occlusion culling to get substract polygons that are in back of other polygons, or would it be overkill? I guess that would depend on the complexity of the world....or ?
Nemesis2k2
Nemesis2k2
An octree is a kind of scene graph. Occulsion culling and frustrum culling are two types of culling you might perform on your scene graph when rendering it, to discard polygons that aren't visible. When you use an octree for your scene graph, the structure of the graph enables you to perform frustrum and occulsion culling more easily, because the objects are grouped in segments by spacial location, and you can quickly discard a large number of segments that are not visible.
Qw3r7yU10p!
Qw3r7yU10p!
The view frustrum is the triangular wedge coming out of your eye, through the screen and into the game world. Anything outside of that wedge is not going to appear on the screen so can be discarded when considering what to render.

An octree can help know what is inside that wedge as you can quickly discard whole groups of objects. One of its purposes is to reduce the amount of tests made on individual objects.

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