PanosK92 / SpartanEngine

A game engine with an emphasis on real-time cutting-edge solutions
https://panoskarabelas.com
MIT License
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Occlusion culling #137

Open PanosK92 opened 11 months ago

PanosK92 commented 11 months ago

With the inclusion of default worlds like the forest in the engine, the need for occlusion culling is becoming increasingly important to improve performance. This technique will help optimize rendering by not drawing objects that are hidden behind others, complementing our existing frustum culling. It's a crucial addition for efficiently handling scenes with dense geometries.

I have hierarchical-z (often called Hi-Z) occlusion culling in mind: https://www.rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/

PanosK92 commented 8 months ago

Occlusion queries are there. Latency issues need to be solved (possibly on the CPU).