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Occlusion culling: Difference between revisions

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'''Occlusion culling''' is a [[rendering]] optimization technique that prevents [[graphics]] systems from processing and drawing [[geometry]] hidden behind other objects in a scene. Unlike [[view frustum culling]] which only excludes objects outside the camera's [[field of view]], occlusion culling identifies and skips objects within the frustum but obscured by foreground geometry.<ref>Unity Technologies. "Occlusion Culling - Unity Manual". https://docs.unity3d.com/Manual/OcclusionCulling.html</ref><ref>Umbra 3D. "Introduction to Occlusion Culling". Medium. https://medium.com/@Umbra3D/introduction-to-occlusion-culling-3d6cfb195c79</ref> This technique represents one of the most critical optimizations for [[virtual reality]] and [[augmented reality]] applications, where maintaining 90-120 [[frames per second]] is essential to prevent motion sickness and preserve [[immersion]].<ref>Road to VR. "Umbra Positioning Occlusion Culling Tech for 120 FPS VR Gaming". https://www.roadtovr.com/umbra-software-occlusion-culling-120-fpt-virtual-reality-gaming/</ref>
'''Occlusion culling''' is a [[rendering]] optimization technique that prevents [[graphics]] systems from processing and drawing [[geometry]] hidden behind other objects in a scene. Unlike [[view frustum culling]] which only excludes objects outside the camera's [[field of view]], occlusion culling identifies and skips objects within the frustum but obscured by foreground geometry.<ref>Unity Technologies. "Occlusion Culling - Unity Manual". https://docs.unity3d.com/Manual/OcclusionCulling.html</ref><ref>Umbra 3D. "Introduction to Occlusion Culling". Medium. https://medium.com/@Umbra3D/introduction-to-occlusion-culling-3d6cfb195c79</ref> This technique represents one of the most critical optimizations for [[virtual reality]] and [[augmented reality]] applications, where maintaining 90-120 [[frames per second]] is essential to prevent motion sickness and preserve [[immersion]].<ref>Road to VR. "Umbra Positioning Occlusion Culling Tech for 120 FPS VR Gaming". https://www.roadtovr.com/umbra-software-occlusion-culling-120-fpt-virtual-reality-gaming/</ref>
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[[Category:Terms]]
[[Category:Computer graphics]]
[[Category:Computer graphics]]
[[Category:3D computer graphics]]
[[Category:3D computer graphics]]
[[Category:Virtual reality]]
[[Category:Augmented reality]]
[[Category:Rendering (computer graphics)]]
[[Category:Rendering (computer graphics)]]
[[Category:Video game development]]
[[Category:Video game development]]
[[Category:Real-time computing]]
[[Category:Real-time computing]]