A list of puns related to "Viewing frustum"
I just need to run a small function whenever and object gets frustum culled. Sort of like the signal visibility_changed() but runs when object enters or leaves the frustum/field of view.
Trying to determine the impact that LODs are having in my scene. Can anyone tell me what Console or menu option will show only the number of visible Tris in a level? This is the number visible only in the viewport or in a selected cameraβs frustum.
I was getting this error importing in the standard water assets for Unity. No thread seemed to give me a solution so I decided to try and tackle it myself to try and fix it, and it worked! So I'm just gonna be placing this here for any future Googlers.
This error seems to be thrown when the euler angles of a camera are 0. I'm not too well-informed on how graphics and rendering and such works, so I don't really know why this is a problem, but it is an easy fix. Here's how it looks in the Planar Reflection script for Unity's water assets.
You go from
reflectCamera.Render();
to
if (reflectCamera.transform.eulerAngles != Vector3.zero)
{
reflectCamera.Render();
}
This should theoretically work on any other scripts throwing this rendering error.
Happy coding!
SOLVED
Hello, I am trying to implement view frustum culling to be able to tell if a point is inside or outside the view for my project but I am probably doing something wrong. In all the articles I've seen (link 1,link 2), they multiply their projection matrix with their view matrix then extract the planes from that.I've done that but the resulting planes seems to be in clip space instead of world space, so i don't know how to calculate the distance between the plane and a point. here is a test project using glm:
#include <glm/glm.hpp>
#include <glm/gtx/transform.hpp>
#include <array>
#include <iostream>
#include "glm/gtx/string_cast.hpp"
using namespace glm;
struct Plane {
vec3 normal;
float d;
void set(vec4 equation) {
this->normal = vec3(equation.x, equation.y, equation.z);
this->d = equation.w;
}
float distance(vec3 point) const {
return (normal.x * point.x) + (normal.y * point.y) + (normal.z * point.z) + d;
};
};
float width = 900;
float height = 600;
float aspect = width / height;
float fov = 90.0f;
float far_dist = 100;
float near_dist = 0.1;
mat4 view_mat = glm::inverse(mat4(1.0f));
mat4 projection_mat = glm::perspective(fov, aspect, near_dist, far_dist);
mat4 m = projection_mat * view_mat;
std::array<Plane, 6> planes;
std::array<std::string, 6> planes_names = {"left", "right", "bottom", "top", "near", "far"};
void printPlanesData() {
for (int i = 0; i < planes.size(); ++i) {
std::cout << '\n' << (std::to_string(i)) << " " << planes_names[i] << std::endl;
std::cout << ("equation:" + std::to_string(planes[i].normal.x) + "a+" + std::to_string(planes[i].normal.y) +
"b+" +
std::to_string(planes[i].normal.z) + "c=" + std::to_string(planes[i].d)) << std::endl;
std::cout << ("normal:(" + std::to_string(planes[i].normal.x) + "," + std::to_string(planes[i].normal.y) + "," +
std::to_string(planes[i].normal.z) + ")") << std::endl;
... keep reading on reddit β‘Hi all,
So, I know this is a common error: Frustum Assertion failed: Screen position out of view of frustum - but, I am getting this completely out of nowhere in a SteamVR project with VRTK. No matter what I do - replace the camera, deactivate/delete literally everything but the camera, reimport everything...it still happens.
Getting pretty frustumrated (haha) - does anyone have any advice?
thanks!
I haven't started developing for VR yet, but am already reading up on topics that I'm likely to come across. One question that I have is this:
Are most people still using rectangular view frustums for determining surface/object visibility (does Unreal/Unity use this method)?
Has anyone tried using dual-elliptical/circular cones instead (one cone per eye, capped at the near & far planes)?
Not only do I think the results will be better (fewer objects drawn), but the surface visibility algorithm itself may end up faster.
If designing an engine explicitly for VR and dual GPU use, I also think it may be possible to bin the geometry so it is only drawn for the appropriate eye(s), and on the appropriate GPU(s), thereby increasing the scalability of a dual GPU solution (do VR-based engines already do this with a rectangular frustum?).
Does anyone know of any research or examples of this technique?
I tried to make a pong game following this tutorial, however when i want to test the game it just shows a black screen. Its also giving me the following error: "Screen position out of view frustum (screen pos 751.000000, 0.000000, 1000.000000) (Camera rect 0 0 751 501) UnityEditor.DockArea:OnGUI()"
What does this mean?
Hello, I'm game developer from korea.
I wanna introduce my in-house game engine.
I just wanna share my works with peoples and talks about it....
I have been making in-house game engine for a year.
I'm trying make game engine easy to use like unity.
So I implemented many tools for beginner programmer.
For example,
Garbage Collector using c++ reflection ( https://youtu.be/wxZIGoTRcpo ). I think this can makes programmer free from managing memory leak.
or imgui integrated with c++ reflection. This is inspired from Unreal Engine. In Unreal Engine, you can modify variables value thorugh engine gui putting UPROPERTY to variable. I implemented same thing!!.
And I have been trying to make game engine faster. So I implemented SW ViewFrustumCulling(https://www.ea.com/frostbite/news/culling-the-battlefield-data-oriented-design-in-practice) and SW Occlusion Culling ( Masked SW Occlusion Culling, https://www.intel.com/content/dam/develop/external/us/en/documents/masked-software-occlusion-culling.pdf ), Distance Culling from unreal engine. You can see source code at here ( https://github.com/SungJJinKang/EveryCulling )
And I'm working to support DX11. ( Currently, Only OpenGL is supported )
Game Engine Video : https://youtube.com/playlist?list=PLUg9a0kyCgTR3OhYZYSMauDmjv6D96pVz
Game Engine Source Code Github : https://github.com/SungJJinKang/DoomsEngine
For some reason, it was stuck in my head that this was called Occlusion, but after some Googling, it seems Occlusion might be something totally different? Thanks for your help!
Hello everyone!
I have an idea to implement player's field of view, but using a top-down camera.
Idea is basically to have a vision cone, originating from player character's head, and expanding with a certain angle and distance (imagine a flashlight, or vision cone in some older stealth games).
Inside of that cone/frustum, player would be able to see normally, and get the most recent information about its surrounding, enemies, interactable etc.
Slightly outside of the cone, player would still have a peripheral vision, but the objects would be blurred, or made uncertain using some other technique.
Third section would be everything outside of those two, here only player's "memory" would be rendered, but the it would not include any information about the movable entities, or at least such information would be communicated through sounds and other non-visual cues.
Generally, this approach would be a no-brainer if the surrounding was dark, and player is carrying a flashlight or something similar.. but for example, if the environment is well lit, having a 360Β° vision would give player an unfair advantage.
My main question is, do you know any examples of a similar feature being implemented in some game (ideally top-down shooter/action-adventure)?
I'm obsessed with iOS's render stack, and over the years I sought a (relatively) easy way to employ Core Image filters in real time to UIKit views. Well, it's definitely possible, although it's not bug-free, and performance can be iffy depending on the filters used.
UIView hierarchy being filtered in real time using Core Image and SceneKit
I'm happy to provide some sample code if people are interested.
Here's the TL;DR:
SCNView
itselfSCNPlane
(or any other geometry if you want some funky texture mapping)SCNNode
and set its geometry to the plane createdUIView
CIFilter
s to the plane's filters arrayI believe your best bet is to use the Metal rendering API for SceneKit, but OpenGL may still work.
As you can see in the video above, touch mapping should still work, regardless of the projection. Even while the scene is being filtered and morphed, touches are mapped correctly. Note that some UIKit views may not function exactly as intended, or touch interactions may be broken for some views.
Here's the longer explanation of what's going on:
For whatever reason, the Core Animation team still refuses to enable the native filters
property on CALayer
for iOS. I'm sure there are ample complexities involved with it, but in fact, iOS has already been using this property since iOS 7 using the private CAFilter
class. Since then, I believe it is now actually using Core Image filters for much of the OS's real time blur effects. (Many Core Image filters are actually backed by the Metal Performance Shaders API.)
Anyway, there really is no good reason, in my opinion, for this API path to be blocked for developers. Core Animation, Core Image, AV Foundation, Metal, SceneKit, and some other APIs all have full support for IOSurface
s now, the crucial framework that has to exist for high-performance media tasks. In short, a surface is a shared pixel buffer across any number of processes. In graphics, cop
I don't want to step on anybody's toes here, but the amount of non-dad jokes here in this subreddit really annoys me. First of all, dad jokes CAN be NSFW, it clearly says so in the sub rules. Secondly, it doesn't automatically make it a dad joke if it's from a conversation between you and your child. Most importantly, the jokes that your CHILDREN tell YOU are not dad jokes. The point of a dad joke is that it's so cheesy only a dad who's trying to be funny would make such a joke. That's it. They are stupid plays on words, lame puns and so on. There has to be a clever pun or wordplay for it to be considered a dad joke.
Again, to all the fellow dads, I apologise if I'm sounding too harsh. But I just needed to get it off my chest.
Alot of great jokes get posted here! However just because you have a joke, doesn't mean it's a dad joke.
THIS IS NOT ABOUT NSFW, THIS IS ABOUT LONG JOKES, BLONDE JOKES, SEXUAL JOKES, KNOCK KNOCK JOKES, POLITICAL JOKES, ETC BEING POSTED IN A DAD JOKE SUB
Try telling these sexual jokes that get posted here, to your kid and see how your spouse likes it.. if that goes well, Try telling one of your friends kid about your sex life being like Coca cola, first it was normal, than light and now zero , and see if the parents are OK with you telling their kid the "dad joke"
I'm not even referencing the NSFW, I'm saying Dad jokes are corny, and sometimes painful, not sexual
So check out r/jokes for all types of jokes
r/unclejokes for dirty jokes
r/3amjokes for real weird and alot of OC
r/cleandadjokes If your really sick of seeing not dad jokes in r/dadjokes
Punchline !
Edit: this is not a post about NSFW , This is about jokes, knock knock jokes, blonde jokes, political jokes etc being posted in a dad joke sub
Edit 2: don't touch the thermostat
Do your worst!
How the hell am I suppose to know when itβs raining in Sweden?
Mathematical puns makes me number
Ants donβt even have the concept fathers, let alone a good dad joke. Keep r/ants out of my r/dadjokes.
But no, seriously. I understand rule 7 is great to have intelligent discussion, but sometimes it feels like 1 in 10 posts here is someone getting upset about the jokes on this sub. Let the mods deal with it, they regulate the sub.
They were cooked in Greece.
I'm surprised it hasn't decade.
He lost May
Now that I listen to albums, I hardly ever leave the house.
Don't you know a good pun is its own reword?
Two muffins are in an oven, one muffin looks at the other and says "is it just me, or is it hot in here?"
Then the other muffin says "AHH, TALKING MUFFIN!!!"
We told her she can lean on us for support. Although, we are going to have to change her driver's license, her height is going down by a foot. I don't want to go too far out on a limb here but it better not be a hack job.
For context I'm a Refuse Driver (Garbage man) & today I was on food waste. After I'd tipped I was checking the wagon for any defects when I spotted a lone pea balanced on the lifts.
I said "hey look, an escaPEA"
No one near me but it didn't half make me laugh for a good hour or so!
Edit: I can't believe how much this has blown up. Thank you everyone I've had a blast reading through the replies π
It really does, I swear!
I'm making in-house game engine..
For performance, I implemented many culling tech..
Multithreaded View Frustum Culling from Frostbite Engine of EA Dice ( https://www.ea.com/frostbite/news/culling-the-battlefield-data-oriented-design-in-practice , and Distance Culling from Unreal Engine...
And I finally implemented Masked SW Occlusion Culling from Intel !!
You can see at here : https://www.youtube.com/watch?v=tMgokVljvAY&ab_channel=%EA%B0%95%EC%84%B1%EC%A7%84
you can check reference paper at here : https://www.intel.com/content/dam/develop/external/us/en/documents/masked-software-occlusion-culling.pdf
This is my in - house game engine repo : https://github.com/SungJJinKang/DoomsEngine
And this is library integrating many culling methods into one system : https://github.com/SungJJinKang/EveryCulling
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