Chunk-granularity frustum culling
Nobody has claimed this yet.
- Dominant language
- Rust
- Stars
- 202
- Forks
- 22
- Avg merge
- 6h 8m
- Merged PRs (30d)
- 7
Description
As of #99, voxel rendering skips processing nodes that lie fully outside the frustum. For nodes that lie on the boundary, we could in principle do better by testing each chunk individually. The bounding spheres for those tests should be centered between the origin of the node and a the chunk vertex, and have half the node's bounding sphere's radius.
Care should be taken to ensure that the extra CPU time to perform this check is justified by the GPU time savings.
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reading issue #99 and tracing the voxel rendering path that performs node frustum culling. Determine how chunk vertices and bounding spheres are represented, then benchmark boundary-node chunk checks against GPU savings; done means the culling improves rendering without unjustified CPU cost.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- computer-graphics, game-dev, performance
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100