[IDEA] Camera frustrum culling for render

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[IDEA] Camera frustrum culling for render

Postby Pixero » Wed Apr 22, 2015 1:02 pm

I was thinking of ways to limit the memory needed to render a huge scattered surface.
Would it be possible with some kind of view culling for rendering with a soft falloff outside so trees closeby casting shadows still would be visible.
Maybe even a distance falloff.

i75qjiyFQzVCI.jpg
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Re: [IDEA] Camera frustrum culling for render

Postby jiminy-billy-bob » Wed Apr 22, 2015 1:08 pm

It is already done and will be available in the next alpha version ;)
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Re: [IDEA] Camera frustrum culling for render

Postby JQL » Wed Apr 22, 2015 1:08 pm

I believe Jiminy said that this was on his Todo list

Seems Jiminy implements features faster than I write here... And responds even faster
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Re: [IDEA] Camera frustrum culling for render

Postby Rich O Brien » Wed Apr 22, 2015 1:11 pm

can I up the ante be asking for weighted gradient?

further from camera means less population?
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Re: [IDEA] Camera frustrum culling for render

Postby JQL » Wed Apr 22, 2015 1:21 pm

JQL wrote:I believe Jiminy said that this was on his Todo list


Let's see if it also:

JQL wrote:Seems Jiminy implements features faster than I write here... And responds even faster
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Re: [IDEA] Camera frustrum culling for render

Postby jiminy-billy-bob » Wed Apr 22, 2015 1:46 pm

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Re: [IDEA] Camera frustrum culling for render

Postby JQL » Wed Apr 22, 2015 1:48 pm

I was faster! Though I didn't develop a thing... details!

I suppose this is setup by scene and a different setup for each scene... right?

Will you support anymations?
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Last edited by JQL on Wed Apr 22, 2015 1:49 pm, edited 1 time in total.
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Re: [IDEA] Camera frustrum culling for render

Postby Rich O Brien » Wed Apr 22, 2015 1:49 pm

to quote the wise words of a famous person -

...
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Re: [IDEA] Camera frustrum culling for render

Postby jiminy-billy-bob » Wed Apr 22, 2015 6:23 pm

JQL wrote:I suppose this is setup by scene and a different setup for each scene... right?

One setup for all scenes is ok. You can simply edit it, change the "Camera scene", and regenerate.
BTW, you can chose no scene at all, and it will generate based on the current location of the camera.

JQL wrote:Will you support anymations?

No, unfortunatly.
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Re: [IDEA] Camera frustrum culling for render

Postby JQL » Wed Apr 22, 2015 7:03 pm

JQL wrote:Will you support anymations?

No, unfortunatly.[/quote]

Then I guess you won't support any animations either... unfortunately indeed...
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Re: [IDEA] Camera frustrum culling for render

Postby Pixero » Wed Apr 22, 2015 9:17 pm

Wow, that looks great. :thumb:
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Re: [IDEA] Camera frustrum culling for render

Postby NigeC » Thu Apr 30, 2015 4:44 pm

really impressive... :thumb:
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Re: [IDEA] Camera frustrum culling for render

Postby andybot » Mon May 04, 2015 9:09 pm

Genius!! Lovely feature :D

Just a minor issue with vray (of course :P )

clipping is to SU window, but if vray is not the same aspect, well, :oops:

perhaps any way to move/ set the front clip plane?
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Re: [IDEA] Camera frustrum culling for render

Postby jiminy-billy-bob » Mon May 04, 2015 9:18 pm

Can't you use ACT or TT's Vray Tools to match the aspect ratio?
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Re: [IDEA] Camera frustrum culling for render

Postby andybot » Mon May 04, 2015 9:19 pm

works a little better with camera tools aspect ratio, still not quite matching.
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Re: [IDEA] Camera frustrum culling for render

Postby jiminy-billy-bob » Tue May 05, 2015 12:39 pm

I'll look at it.
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Re: [IDEA] Camera frustrum culling for render

Postby andybot » Tue May 05, 2015 1:57 pm

Great! I do think a "near clipping plane" value would be very helpful. As you can see in my render, with something tall and with a low origin point, you'd want the proxies to start slightly in front of the camera...
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Re: [IDEA] Camera frustrum culling for render

Postby jiminy-billy-bob » Tue May 05, 2015 2:01 pm

A near clipping plane would not resolve this. For now, there is none, it's at a distance 0 from the camera.

What you need to do is in Skatter either expand the FOV, or offset back the camera. The latter seems the best option in your case.
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Re: [IDEA] Camera frustrum culling for render

Postby andybot » Tue May 05, 2015 2:12 pm

Here's an example where the viewport and vfb matches. So the solution is to change the view that's being culled to be slightly wider than the rendered view?
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Re: [IDEA] Camera frustrum culling for render

Postby jiminy-billy-bob » Tue May 05, 2015 2:14 pm

Exactly!
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Re: [IDEA] Camera frustrum culling for render

Postby jiminy-billy-bob » Tue May 05, 2015 2:15 pm

Maybe I'm not clear : You don't need two seperate scenes, you can do that in Skatter with the options "Expand FOV" and "Offset camera".
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Re: [IDEA] Camera frustrum culling for render

Postby andybot » Tue May 05, 2015 3:53 pm

jiminy-billy-bob wrote:Maybe I'm not clear : You don't need two seperate scenes, you can do that in Skatter with the options "Expand FOV" and "Offset camera".


You mean in vray camera settings, right? I didn't see anything in Skatter camera options... unless you mean you're adding options :?:
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Re: [IDEA] Camera frustrum culling for render

Postby jiminy-billy-bob » Tue May 05, 2015 3:55 pm

No, in Skatter.

Look again :D

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Re: [IDEA] Camera frustrum culling for render

Postby andybot » Tue May 05, 2015 4:02 pm

oh, neat! I didn't have "exclude non-visible" checked, I was only messing with the distance clipping and falloff. Yep, works as expected :D
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Re: [IDEA] Camera frustrum culling for render

Postby jiminy-billy-bob » Tue May 05, 2015 4:05 pm

Oh right, in your file it got activated even though the checkbox is unchecked. I'll fix that.
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