Standard Post with Image

Visibility culling through generated cameras in Max

This (Python) example demonstrates how to use the Visibility Culling feature to remove geometry that is not visible from a specific set of cameras. The cameras are automatically generated by Simplygon based on a user-specified visibility volume / geometry.

Read More
Standard Post with Image

Culling geometry with camera volumes in Python script

In cases where you know from which angles an asset will be viewed, you can use that information to optimize the assets accordingly. For example, side scene geometry in the level that's only going to be seen from the playing field. Rather the building assets custom for that case, you could just use what you got and optimize it through cameras scattered in the player area. You can instruct Simplygon to cull anything fully occluded, but the visibility information can also be guide the reducer and the material caster to keep more where the geometry is most visible.

Read More
Standard Post with Image

Visibility sphere

Using a visibility sphere can be a great way to save some polygons on assets that are not going to visible from all angles. In this article we will go through how you can use the SetCustomSphereCameraPath function in Simplygon to take away unnecessary polygons.

Read More
Standard Post with Image

Geometry culling overview

In the Simplygon SDK you can find a range of options in the area of geometry culling. You can cull geometry volumetrically, use custom cameras, distribute cameras along a spherical surface, use occluders and clipping geometry. All these options can be combined in different manners to achieve the results that you are looking for. In a series of posts we'll go through the different options you have at your disposal. We'll explain how you use them and in what cases the different options comes into play.

Read More