visibility determination and culling

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visibility determination and culling

by Hossein Mohtasham :: Rate this Message:

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Hi all,

There are different levels (and methods) of visibility determination  
and culling in Nebula2 and Mangalore framework. In Mangalore, Entity-
based objects are culled based on the view frustum (I think). I'm not  
sure what kind of object-level culling is done in Nebula2 but I was  
not able to find any. For example, an environment object might  
consist of a lot of nShapeNode objects. In Mangalore, the nShapeNode  
parts are not considered for culling because the environment objects  
are not Entity and are rendered without culling. I was hoping that at  
Nebula2 level, nShapeNodes are culled against the view frustum at  
least, but I could not find such a feature and when I ran a model and  
tried to see the number of rendered polygons, it did not change no  
matter what the view was (that is no culling.)

So, now the question is, it seems a reasonable feature to have  
visibility determination or simple culling mechanism for such high-
level graphics entities such as nShapeNode. Is there any such feature  
in Nebula2 that I have missed? If not, what's the best way to go?  
There is QuadTree utility but no use of it did I find in Nebula2.  
Also, there are nOctree and nSpatialDB but they are  not integrated  
into Mangalore. So any experience, suggestion and advice is appreciated.

Cheers

--Hossein

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Re: visibility determination and culling

by alf259 :: Rate this Message:

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Hi

We are using Nebula2 without the mangalore framework.

We are using the spatialDB contribution at it is working just fine.

Naturally you have to add your own code for adding entities to and updating
the database.

Brgs

Ralf

-----Oprindelig meddelelse-----
Fra: nebuladevice-discuss-bounces@...
[mailto:nebuladevice-discuss-bounces@...] På vegne af
Hossein Mohtasham
Sendt: 21. februar 2007 08:06
Til: nebuladevice-discuss@...
Emne: [Nebula-Discuss] visibility determination and culling

Hi all,

There are different levels (and methods) of visibility determination  
and culling in Nebula2 and Mangalore framework. In Mangalore, Entity-
based objects are culled based on the view frustum (I think). I'm not  
sure what kind of object-level culling is done in Nebula2 but I was  
not able to find any. For example, an environment object might  
consist of a lot of nShapeNode objects. In Mangalore, the nShapeNode  
parts are not considered for culling because the environment objects  
are not Entity and are rendered without culling. I was hoping that at  
Nebula2 level, nShapeNodes are culled against the view frustum at  
least, but I could not find such a feature and when I ran a model and  
tried to see the number of rendered polygons, it did not change no  
matter what the view was (that is no culling.)

So, now the question is, it seems a reasonable feature to have  
visibility determination or simple culling mechanism for such high-
level graphics entities such as nShapeNode. Is there any such feature  
in Nebula2 that I have missed? If not, what's the best way to go?  
There is QuadTree utility but no use of it did I find in Nebula2.  
Also, there are nOctree and nSpatialDB but they are  not integrated  
into Mangalore. So any experience, suggestion and advice is appreciated.

Cheers

--Hossein

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Re: visibility determination and culling

by Ivan Tivonenko-2 :: Rate this Message:

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Hi

In mangalore there is SegmentedGfxUtil class:

    @class Util::SegmentedGfxUtil

    Check if a Nebula2 graphics resource consists of hierarchy nodes below
    the toplevel node, and if yes, create one graphics entity for each
    hierarchy node. Otherwise create just a single graphics entity. This
    segmentation helps in visibility culling large environmental objects.

    (C) 2005 Radon Labs GmbH


On 2/21/07, Hossein Mohtasham <hsadat@...> wrote:
Hi all,

There are different levels (and methods) of visibility determination
and culling in Nebula2 and Mangalore framework. In Mangalore, Entity-
based objects are culled based on the view frustum (I think). I'm not
sure what kind of object-level culling is done in Nebula2 but I was
not able to find any. For example, an environment object might
consist of a lot of nShapeNode objects. In Mangalore, the nShapeNode
parts are not considered for culling because the environment objects
are not Entity and are rendered without culling. I was hoping that at
Nebula2 level, nShapeNodes are culled against the view frustum at
least, but I could not find such a feature and when I ran a model and
tried to see the number of rendered polygons, it did not change no
matter what the view was (that is no culling.)

So, now the question is, it seems a reasonable feature to have
visibility determination or simple culling mechanism for such high-
level graphics entities such as nShapeNode. Is there any such feature
in Nebula2 that I have missed? If not, what's the best way to go?
There is QuadTree utility but no use of it did I find in Nebula2.
Also, there are nOctree and nSpatialDB but they are  not integrated
into Mangalore. So any experience, suggestion and advice is appreciated.

Cheers

--Hossein

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