Thank you!

So to dig a bit further, what is the level of granularity for your fov
culling: Shape, Geometry Array, polygon or vertice?  If you have a shape 3d
that has 20k points and one vertice of that overlaps the view frustum, is it
all sent?  Are there two stages of culling, one by shape then one by point?
Just trying to figure out the best way to optimize my shapes for best
performance.  For example it has seemed to me that performance improved
dramatically when I increased the number of shapes, but decreased their
sizes.

Dave Yazel

> ----------
> From:         Kevin Rushforth[SMTP:[EMAIL PROTECTED]]
> Reply To:     Discussion list for Java 3D API
> Sent:         Tuesday, September 19, 2000 10:27 AM
> To:   [EMAIL PROTECTED]
> Subject:      Re: [JAVA3D] BUMP: FOV and Occlusion culling
>
> 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
> >
> >=========================================================================
> ==
> >To unsubscribe, send email to [EMAIL PROTECTED] and include in the
> body
> >of the message "signoff JAVA3D-INTEREST".  For general help, send email
> to
> >[EMAIL PROTECTED] and include in the body of the message "help".
> >
> >=========================================================================
> ==
> >To unsubscribe, send email to [EMAIL PROTECTED] and include in the
> body
> >of the message "signoff JAVA3D-INTEREST".  For general help, send email
> to
> >[EMAIL PROTECTED] and include in the body of the message "help".
> >
>
> ==========================================================================
> =
> To unsubscribe, send email to [EMAIL PROTECTED] and include in the
> body
> of the message "signoff JAVA3D-INTEREST".  For general help, send email to
> [EMAIL PROTECTED] and include in the body of the message "help".
>

===========================================================================
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST".  For general help, send email to
[EMAIL PROTECTED] and include in the body of the message "help".

Reply via email to