frustum Videos

Terrain System Frustum Culling using QuadTree

Terrain System Frustum Culling using QuadTree

Frustum culling using quadtree. See the triangles number is changing.

Author: kjs3435; Tags: Frustum Culling Terrain System DirectX D3D Direct3D QuadTree

My new game engine

My new game engine

Features: - physics - particle system - deferred shading - soft shadows - console - character controller - view frustum and occlusion culling

Author: Witek902; Tags: Engine game

CBSE Maths X Class Frustum of a Cone

CBSE Maths X Class Frustum of a Cone

CBSE Maths X Class Frustum of a Cone. For more info visit www.LearnNext.com. Explained with interesting animation, voice overs, and presented in a lucid and exciting manner. Best way to be exam ready! ...

Author: Learnnext1; Tags: CBSE Maths Class Frustum of Cone

3GP ICA 09

3GP ICA 09

(models, NURBS, vertice/indice arrays) - Support for OBJ models - Supports vertice/indicearray data - Support for NURBS surfaces (Scene2, Scene3, Scene4 and Scene6) - Extensive use of Boost library - Automatic garbage collection (Boost) - Frustum culling of objects (rendered objects counter on screen all the time) - Text rendering with OpenGL I guess that's most of it.. It was fun to make and I got an "A" from it. Great course! Definitely recommended to everyone! Try enjoying the choppy ...

Author: SkyWhyTwo; Tags: 3GP

Frustum Culling

Frustum Culling

Author: Inversioin; Tags: frustum culling

FastV: From-point Visibility Culling on Complex Models

FastV: From-point Visibility Culling on Complex Models

potentially visible set (PVS) of triangles in a complex 3D scene from a viewpoint. The algorithm computes a conservative PVS at object space accuracy. Our approach traces a high number of small, volumetric frusta and computes blockers for each frustum using simple intersection tests. In practice, the algorithm can compute the PVS of CAD and scanned models composed of millions of triangles at interactive rates on a multi-core PC. We also use the visibility algorithm to accurately compute ...

Author: gammaunc; Tags:

AD-Frustum: Adaptive Frustum Tracing for Interactive Sound Propagation

AD-Frustum: Adaptive Frustum Tracing for Interactive Sound Propagation

We present an interactive algorithm to compute sound propagation paths for transmission, specular reflection and edge diffraction in complex scenes. Our formulation uses an adaptive frustum representation that is automatically sub-divided to accurately compute intersections with the scene primitives. We describe a simple and fast algorithm to approximate the visible surface for each frustum and generate new frusta based on specular reflection and edge diffraction. Our approach is applicable ...

Author: gammaunc; Tags:

WL Engine ( XNA Terrain)

WL Engine ( XNA Terrain)

This is the second version of my "little" terrain engine made with XNA. Improved Water shader with full reflections, large heightmap with frustum culling, vegetation(random trees), skysphere with inner skydome, billboard sun, time system with atmosphere color shifting(and fog), multitexturing. Maybe not really a "game engine" .. but I don't have much time for this... sadly It's just an hobby for me :P ... Terrain game engine XNA programming C# multitexturing skysphere skydome culling frustum ...

Author: MrSerenissima; Tags: Terrain game engine XNA programming C# multitexturing skysphere skydome culling frustum trees water shader

Chat Manager Test (Unity)

Chat Manager Test (Unity)

A simple Unity test with boxes (box colliders) of my custom class for handling 3D chat messages. A class does automatic culling of everything outside the viewing frustum, as well as handling message living time and fading in and out.

Author: dankokozar; Tags: Unity 3D GUI chat message manager test

Rendering Demo

Rendering Demo

A test in rendering efficiency written in C++ and DirectX. The scene has 32400 simple meshes in it along with a 1024 x 1024 heightmapped terrain. The demo uses a quadtree implementation, frustum culling, and some simple HLSL shaders to handle the rendering. Fraps lowered my framerate a bit. When running without recording the performance ranges from 20 FPS (entire scene) to 760 FPS (focused on a small area) My website: php.uat.edu

Author: 40PMLeadProgrammer; Tags: C++ DirectX Rendering Terrain

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