Modern Rendering Culling Techniques

(krupitskas.com)

53 points | by krupitskas 2 days ago ago

7 comments

  • yards an hour ago

    I always wonder about this IRL...I'm at work rn, is my apartment still rendered?

  • LarsDu88 2 hours ago

    PVS isn't that expensive to compute. Especially nowadays. I assume this is actually referring to the binary space partitioning techniques used in DOOM and improved in Quake, Half-Life, etc in the late 90s, early 2000s.

    The BSP tree was also extremely useful for optimizing netcode for games like Quake 3 Arena and games within that family and time period I believe.

  • nickandbro 2 hours ago

    Love this, I will now use backface culling for my game:

    https://slitherworld.com

    • Tanoc 21 minutes ago

      Backface culling has been common since the late 1990s when we started using face normals to determine lighting rather than per-vertex lighting. Pretty much every 3D game engine since about 2004 has included and enabled it by default. How is it that you made a game that doesn't use it?

      • nickandbro 4 minutes ago

        I didn't use a game engine

  • igraubezruk 2 days ago

    Very good read and visualizations, thank you for writing it

  • yopstoday a day ago

    Dooope!