Introduction to terrain culling

In this blog we'll showcase how to cull away triangles that are below terrain. This is useful for aggregation and remeshing. We'll also showcase some common pitfalls.

Using your own shaders for material baking with Compute Casting

Today we will look at how to create proxies for object with custom shaders. We are going to use compute casters in combination with scene descriptions serialized to xml files to create a batch processor indented to process HLOD meshes. We'll also cover clipping planes.

Aggregation and remeshing - Evaluating the best method for proxy creation

After reading this blog post, you will have a framework to evaluate the best method to create proxies for your game. The post will compare the remeshing and aggregation methods for generating proxies for your asset collection, and delve deeper into how to decide which method is best for your game.

Visibility culling via 3ds Max's user interface

In many games the players movement is restricted to a certain volume, that means some object will only be visible from certain angles. That is where optimization through visibility culling comes in. In this post we'll show how to use it in 3ds Max.

Visibility culling through generated cameras in Max

This (Python) example demonstrates how to use the Visibility Culling feature to remove geometry that is not visible from a specific set of cameras. The cameras are automatically generated by Simplygon based on a user-specified visibility volume / geometry.

Culling geometry with camera volumes in Python script

In cases where you know from which angles an asset will be viewed, you can use that information to optimize the assets accordingly. For example, side scene geometry in the level that's only going to be seen from the playing field. Rather the building assets custom for that case, you could just use what you got and optimize it through cameras scattered in the player area. You can instruct Simplygon to cull anything fully occluded, but the visibility information can also be guide the reducer and the material caster to keep more where the geometry is most visible.

Volumetric culling

If you, like most others, are using kit bashing workflows when you are designing your levels volumetric culling can be really useful. This method will help you get rid of internal geometry, without affecting the exterior, nor require you to generate new materials. Apply it to assets that are built up from several small pieces and you will get rid of a lot of internal geometry, that's just hogging performance. In this post we will look deeper into this method.

Geometry culling overview

In the Simplygon SDK you can find a range of options in the area of geometry culling. You can cull geometry volumetrically, use custom cameras, distribute cameras along a spherical surface, use occluders and clipping geometry. All these options can be combined in different manners to achieve the results that you are looking for. In a series of posts we'll go through the different options you have at your disposal. We'll explain how you use them and in what cases the different options comes into play.

Simple hollow shell script

In this post we will show you how to create a simple python script that generates a hollow shell. This can help you to optimize kitbashed content that typically is riddled with internal geometry which causes all kinds of performance hits. The resulting hollow shell will have all its internal geometry removed, while the object collection looks exactly the same from the outside. Perfect as a final step to clean up your creation and make it game ready.

Request 30-days free evaluation license

*
*
*
*
Industry
*