RIZN is a third person zombie shooter and survival game in which the player starts off already infected and must fight to find a cure.

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Add media Report RSS Real-time Occlusion Culling Dataset (view original)
Real-time Occlusion Culling Dataset
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SPY-maps
SPY-maps - - 2,906 comments

This is a complete mistery to me;
"visualization of the baked occlusion data....to cull moving objects in the scene as they are occluded"
Could you explain this to me maybe, but just as simple as possible. Use game editors but my knowledge of them is very slim.
:)
Moddb.com

Leon

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eatsleepindie Author
eatsleepindie - - 42 comments

Cull means to skip the rendering process and is used to save on performance, preventing the rendering of objects that don't need to be rendered because they can't be seen by the camera.

Occlude means "in the way", so a building that is between the camera and the zombie occludes that zombie; the building is the occluder and the zombie is the occludee.

Even though a structure exists between the camera and that zombie, said zombie is still sent for rendering (by default). Since I have scenarios where there are hundreds of zombies on the other side of a wall, I am building occlusion culling (skipping the rendering process for zombies that are behind things) to save on performance.

Baking is the process of generating that data beforehand so that it does not need to be generated or calculated during gameplay, again saving unnecessary calculations.

So, I am baking the data needed to skip the rendering process for zombies that are hidden behind objects based on the player's current position and whether the camera can see them or not. This image is just a representation of that data, with green rays representing what can be seen from where, the red representing what cannot be seen from where.

Occlusion culling is built into Unity for static objects (objects that don't move, like buildings) but it does not work with moving objects (like zombies). So, I'm building my own solution and sharing the process :)

Hope this helps!

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Description

Here's a visualization of the baked occlusion data for the test zone. This data is baked in the editor and then used at runtime to cull moving objects in the scene as they are occluded (hidden by world geometry).