Sign in to follow this  
wenny

some problems with the frustum culling

Recommended Posts

I know there is a near plane in a frustum, but I am wondering why objects between near plane and view point are unvisible. I am a foreigner ,so not very good at English.qvmx50bo

Share this post


Link to post
Share on other sites
They are clipped by gpu. Why? One reason is limited Z depth resolution, but probably there are other reasons as well..

Share this post


Link to post
Share on other sites
I find that it is not a easy job to construct a bounding volume for a node in
terrain rendering . Is there any good website or paper introducing some method

Quote:
Original post by Bulma
They are clipped by gpu. Why? One reason is limited Z depth resolution, but probably there are other reasons as well..


Share this post


Link to post
Share on other sites
Quote:
Original post by Bulma
They are clipped by gpu. Why? One reason is limited Z depth resolution, but probably there are other reasons as well..


As mentioned above, because of the way that the z buffer is worked out and spread having a frustum culling from 1 to 1000 and 0 to 1000 can mean the difference between a great level of accuracy and detail. It can result in z fighting problems.

Choose a good value for your near and far plane. A technique that is however sometimes used in very long distant scenes involves rendering the scene n times, where a certain area (bounded by two circles basically and growing each time) is rendered and then the frustum culling changed for then next rendering stretch.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this