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3D optimization: visibility, bounds and groups

Avoid unnecessary geometry without losing visible objects to incorrect AABBs.

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Different ways to reduce work

Frustum culling rejects an object using camera bounds; occlusion culling uses information about objects hiding other objects. These are different mechanisms. A Z-buffer alone does not remove all hidden-geometry CPU preparation, vertex work and submission.

Distance simplification, visibility limits, simpler shadows and level partitioning address different costs. Change them for a measured bottleneck and inspect transitions. Distance visibility does not automatically stream world data in or out.

Account for group size

MultiMesh stores individual transforms in a buffer while the group uses combined bounds for visibility. A city-sized group may stay visible when the camera sees only a small section. Partition spatially when culling savings justify extra groups and submissions.

SituationCheck
Object disappears with camera movementBounds, transform, layer and visibility range
Tail or effect edge disappearsGPU deformation and AABB margin
Only a small part of a large school is seenCombined bounds and group size
Silhouette or shadows changed after optimizationWhether necessary visual work was removed

Bounds for GPU animation

The MultiMesh example sets CustomAabb. Particles use VisibilityAabb with motion margin. GPU vertex deformation does not automatically supply appropriate CPU bounds for every pose.

Particle CaptureAabb estimates current state with possible lag and GPU-buffer readback. For known bounded animation, explicit safe bounds avoid per-frame readback. An infinitely large AABB is not a universal fix for disappearing objects.

Check actual cost

This example uses an opaque unshaded material without shadows. It does not replace testing a lit model with transparency, shadows and effects. Depth prepass settings and individual techniques depend on the rendering method; they are not identical guarantees for Forward+, Mobile and Compatibility.

Run the school · Measure the GPU

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