Original Post
[color=#3C3C3C][font=proxima-nova-1, proxima-nova-2, arial, sans-serif]
hi there,
I have been pointed to view-frustum culling as a nice strategy of objects activation/inactivation.
Indeed, each object outside the view-frustum can be inactivated, cooling the cpu ...
I worked a lot about that,more because it was unfamiliar to me than because it is really hard, and at 80% of the walk, I had doubts about the benefits of this technique considering:
- I have glowing objects which HAVE to ... glow everywhere around my cam even if not directly visible.
- I need a far far-clip (not 1000000, but I mean, more than the usual 200)
- I already calculating azimuth / elevation of my objects relatively to my cam for sound purposes
The first statement would drive me to consider a culling angle smaller than (360° - lens Angle) and even ... maybe, if an object would be behind, it would have to light the stuff in front of the cam...
How would you handle this ? Does my discourse make sense ?
The second one is also a cons arguments considering the view frustum culling technique.
I read a lot that far far-clip of course decrease the ratio benefits/cost.
The third could drive me to use those value to make almost the same thing than view frustum technique, considering all my objects that have to be culled are spherical (homogeneous dimension I mean)
Indeed, I need that for sounds, so EACH objects know about its azimuth/elevation relatively to the cam.
I can easily use them to inactive objects in a particular space quadrant of the cam local space for instance..
I'd like to have your opinions, maybe some leads around all of that.
Best regards,
Julien[/font]
hi there,
I have been pointed to view-frustum culling as a nice strategy of objects activation/inactivation.
Indeed, each object outside the view-frustum can be inactivated, cooling the cpu ...
I worked a lot about that,more because it was unfamiliar to me than because it is really hard, and at 80% of the walk, I had doubts about the benefits of this technique considering:
- I have glowing objects which HAVE to ... glow everywhere around my cam even if not directly visible.
- I need a far far-clip (not 1000000, but I mean, more than the usual 200)
- I already calculating azimuth / elevation of my objects relatively to my cam for sound purposes
The first statement would drive me to consider a culling angle smaller than (360° - lens Angle) and even ... maybe, if an object would be behind, it would have to light the stuff in front of the cam...
How would you handle this ? Does my discourse make sense ?
The second one is also a cons arguments considering the view frustum culling technique.
I read a lot that far far-clip of course decrease the ratio benefits/cost.
The third could drive me to use those value to make almost the same thing than view frustum technique, considering all my objects that have to be culled are spherical (homogeneous dimension I mean)
Indeed, I need that for sounds, so EACH objects know about its azimuth/elevation relatively to the cam.
I can easily use them to inactive objects in a particular space quadrant of the cam local space for instance..
I'd like to have your opinions, maybe some leads around all of that.
Best regards,
Julien[/font]