Questions tagged [frustum]

A frustum is a region of space delimited by a solid geometrical shape and two parallel planes cutting it, in particular the region of (virtual) space that is rendered on screen in computer graphics applications.

A frustum is a region of space delimited by a solid geometrical shape and two parallel planes cutting it. It may also refer to the region of (virtual) space that is rendered on screen in computer graphics applications (e.g. the visible area of a first-person shooter computer game or of a virtual reality application, like a virtual planetarium - Viewing frustum).

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Frustum culling in clip space

I'm trying to implement frustum culling with the clip space approach in Java and OpenGL (LWJGL). For the projection matrix I use the following method: private Matrix4f createPerspectiveProjection(final float fov, final float aspect, final float…
wozzy
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Render cropped image in OpenGL

I want to render a scene with specific camera parameters where the resolution is very high (say 20,000 x 20,000 pixels), but I actually am only interested in doing a small 640x480 section of the image plane. I don't necessarily want to just zoom in…
Bobby Pardridge
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Camera Frustum Planes in Unity 3D

I understand that CalculateFrustumPlanes() in Unity3D returns an array of Plane objects, each representing a different frustum plane, but I can't find any documentation to suggest which element is which? for example [0] = Front [1] = Back etc. I…
Alex Hopkins
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OpenGL Asymmetric Frustum for Desktop VR

I am making an OpenGL c++ application that tracks the users location in relation to the screen and then updates the rendered scene to the perspective of the user. This is know as "desktop VR" or you can think of the screen as a diorama or fish tank.…
Der Luftmensch
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opengl frustum culling without glGet* calls

Various examples of view frustum calculations are using glGetFloatv() to get the current projection and modelview matrices (GL_PROJECTION_MATRIX, GL_MODELVIEW_MATRIX), and based of that do some view frustum culling. I have read that glGet* is…
Andreas
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OpenGL - Frustum not culling polygons beyond far plane

I have implemented frustum culling and am checking the bounding box for its intersection with the frustum planes. I added the ability to pause frustum updates which lets me see if the frustum culling has been working correctly. When I turn around…
Pladnius Brooks
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Frustum culling when Bounding Box is really big

When bounding box's all 8 vertex is out side the frustum, it won't be rendered. But if sth happened like shown above. That object should be in the display list. Any idea?
sindney
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Problems with Bounding Box Frustum Culling

I am having trouble getting correct frustum culling to work. I got a great suggestion from someone about AABB point testing and it works great but I have gotten to the point where a max and a min point testing do not always work because often they…
Satchmo Brown
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Checking for bounding box intersections/collisions with a view frustum

I want to check a view frustum against the axis aligned bounding boxes of some objects, to check roughly whether those objects are in the field of view or not. Speed is not a big deal.
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Hidden Unity WebGL App: "Screen position out of view frustum"

I'm using a Unity WebGL App in a Bootstrap modal (dialogbox) of a website. As long as this modal isn't visible (display:none), there is always this error in the console log: "Screen position out of view frustum". How can I handle or avoid this…
Patrick Münster
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How to detect all GameObjects within the Camera FOV? Unity3D

I would like to detect all gameobjects tagged by "Wall_[0-24]", which are within the camera FOV. I already tried Raycasting, but as it is only one ray, it doesn't catch multiple objects at the same time. I tried this one: void Update() { …
Viktoria
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Choice of sphere/frustum overlap test

I’m trying to comprehend something that’s probably a lot easier than I think right now so hopefully someone might be able to help me understand what I describe below. I know that a sphere is outside the view frustum if it’s completely behind at…
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Efficient frustum culling while using shaders

I'd like to know what's the most efficient way of doing frustum culling using the programmable pipeline. I mean, if I understand correctly, following the method described here: Geometric Aproach (by the way the only method described there that…
NapardBlose
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Move Camera to make all objects fit exactly inside the frustum - three.js

EDIT : I have rephrased my question to help users with the same problem. I have a three.js scene on which I have added some spheres. I want to move the camera towards a specific direction until all the objects (which are randomly positioned inside…
ThanosSar
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OpenGL-ES change angle of vision in frustum

Let's see if I can explain myself. When you set up the glFrustum view it will give the perspective effect. Near things near & big... far things far & small. Everything looks like it shrinks along its Z axis to create this effect. Is there a way to…
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