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Is there a better Occlusion Culling method ?


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Hello:

We are currently working on a project.

Functions of the project: Street view roaming in a large-scale, dense urban scene.

Project Situation: At present, the city street view and building model have been built. After  model ( *.FBX)  is imported into the editor, the editor is stuck. After running the unigine engine program, the picture is stuck, the frame rate FPS is about 15 frames and the FPS jumps.

Project optimization: In order to solve the scene stuck, we are going to use Occlusion Culling to optimize the program for urban buildings and Occluder Mesh for Occlusion Culling in unigine.

Project Question: Do we need to create a Occluder Mesh for each building? Using Occluder Mesh, we need to create a simplified Mesh for each building. This is too much work. Is there a simpler way to Occlusion Culling? Or can I create Occluder Mesh directly using the Mesh of all buildings?

The city scene is as follows:

城市1.PNG

城市2.PNG

Edited by yangjiameng
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yangjiameng


Please, check the tutorial on content optimization before making any decisions: https://developer.unigine.com/forum/topic/5120-unigine-editor-2-video-tutorials-content-optimization/

Basically, you have following options:

  • Split builings into separate meshes and use Hardware Occlusion Queries (that can be tricky and in some cases will have negative impact)
  • Add simple box occulders into the each buildings (the same approach you can see in Oil Refinery demo)
  • Bake some small identical meshes into clusters to use hardware instancing (material should be the same)
  • Configure LODs, visibility distances to not render very distant objects and replace them with impostors

Thanks!

How to submit a good bug report
---
FTP server for test scenes and user uploads:

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Sorry, I can't watch the videos on your link page. We can't get into YouTube . Does this video have any other web links?

If adding LODS is Too Heavy workload, Because there is no LOD in the model.

 visibility distances to not render very distant objects Whether from  The Far Clipping Plane Occlusion Culling?

Do you have any other simple Occlusion Culling methods? Simple Occlusion Culling like the Unity3D editor

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