Java 3D performs view frustum culling, only sending geometry that is
within the viewing frustum to the graphics accelerator.
We have done research into general purpose occlusion culling, but it
isn't currently in Java 3D (nor is it currently planned for the 1.3
version).
--
Kevin Rushforth
Java 3D Team
Sun Microsystems
[EMAIL PROTECTED]
>Date: Mon, 18 Sep 2000 22:14:07 -0400
>From: David <[EMAIL PROTECTED]>
>Subject: [JAVA3D] BUMP: FOV and Occlusion culling
>To: [EMAIL PROTECTED]
>
>Would love some feedback on this.
>
>Dave Yazel
>
>----- Original Message -----
>From: Yazel, David J. <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Sent: Monday, September 18, 2000 9:28 AM
>Subject: [JAVA3D] FOV and Occlusion culling
>
>
> What culling does Java3d do?
>
> I am defining culling as "not sending the shape geometries to the
>graphics card", so I don't count z-buffer.
>
> 1. Does it send every shape that is within a sphere surrounding the
>view at a radius of the far clip?
>
> 2. Does it perform a field of view cull? Does it send geometry to
>the card which is not within the field of view?
>
> 3. Does it perform ANY occlusion culling? (Other than zbuffer)
>
>
> How have people here implemented their occlusion culling? have you
>sorted their entire scene graph into an oct tree and then process the tree
>on every frame, disabling and enabling nodes as appropriate? If so how has
>performance been? Is there substantial overhead in disabling a branchgroup
>or shape node?
>
> Thanks in advance,
>
> Dave Yazel
>
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