Ralith / Ralith/hypermine

Chunk-granularity frustum culling

Open
#100 0 comments 0 reactions 0 assignees View on GitHub

Nobody has claimed this yet.

enhancement performance
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

No contributing guide indexed for this repository

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. 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

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.